import BoundingSphere from '../Core/BoundingSphere.js';
import Cartesian2 from '../Core/Cartesian2.js';
import Cartesian3 from '../Core/Cartesian3.js';
import Cartesian4 from '../Core/Cartesian4.js';
import Cartographic from '../Core/Cartographic.js';
import Color from '../Core/Color.js';
import combine from '../Core/combine.js';
import ComponentDatatype from '../Core/ComponentDatatype.js';
import defaultValue from '../Core/defaultValue.js';
import defined from '../Core/defined.js';
import defineProperties from '../Core/defineProperties.js';
import destroyObject from '../Core/destroyObject.js';
import DeveloperError from '../Core/DeveloperError.js';
import EncodedCartesian3 from '../Core/EncodedCartesian3.js';
import FeatureDetection from '../Core/FeatureDetection.js';
import IndexDatatype from '../Core/IndexDatatype.js';
import Intersect from '../Core/Intersect.js';
import CesiumMath from '../Core/Math.js';
import Matrix4 from '../Core/Matrix4.js';
import Plane from '../Core/Plane.js';
import RuntimeError from '../Core/RuntimeError.js';
import Buffer from '../Renderer/Buffer.js';
import BufferUsage from '../Renderer/BufferUsage.js';
import ContextLimits from '../Renderer/ContextLimits.js';
import DrawCommand from '../Renderer/DrawCommand.js';
import Pass from '../Renderer/Pass.js';
import RenderState from '../Renderer/RenderState.js';
import ShaderProgram from '../Renderer/ShaderProgram.js';
import ShaderSource from '../Renderer/ShaderSource.js';
import Texture from '../Renderer/Texture.js';
import VertexArray from '../Renderer/VertexArray.js';
import PolylineCommon from '../Shaders/PolylineCommon.js';
import PolylineFS from '../Shaders/PolylineFS.js';
import PolylineVS from '../Shaders/PolylineVS.js';
import BatchTable from './BatchTable.js';
import BlendingState from './BlendingState.js';
import Material from './Material.js';
import Polyline from './Polyline.js';
import SceneMode from './SceneMode.js';
var SHOW_INDEX = Polyline.SHOW_INDEX;
var WIDTH_INDEX = Polyline.WIDTH_INDEX;
var POSITION_INDEX = Polyline.POSITION_INDEX;
var MATERIAL_INDEX = Polyline.MATERIAL_INDEX;
//POSITION_SIZE_INDEX is needed for when the polyline's position array changes size.
//When it does, we need to recreate the indicesBuffer.
var POSITION_SIZE_INDEX = Polyline.POSITION_SIZE_INDEX;
var DISTANCE_DISPLAY_CONDITION = Polyline.DISTANCE_DISPLAY_CONDITION;
var NUMBER_OF_PROPERTIES = Polyline.NUMBER_OF_PROPERTIES;
var attributeLocations = {
texCoordExpandAndBatchIndex : 0,
position3DHigh : 1,
position3DLow : 2,
position2DHigh : 3,
position2DLow : 4,
prevPosition3DHigh : 5,
prevPosition3DLow : 6,
prevPosition2DHigh : 7,
prevPosition2DLow : 8,
nextPosition3DHigh : 9,
nextPosition3DLow : 10,
nextPosition2DHigh : 11,
nextPosition2DLow : 12
};
/**
* A renderable collection of polylines.
*
*
* Draws the bounding sphere for each draw command in the primitive. *
* * @type {Boolean} * * @default false */ this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false); this._opaqueRS = undefined; this._translucentRS = undefined; this._colorCommands = []; this._polylinesUpdated = false; this._polylinesRemoved = false; this._createVertexArray = false; this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES); this._polylines = []; this._polylineBuckets = {}; // The buffer usage is determined based on the usage of the attribute over time. this._positionBufferUsage = { bufferUsage : BufferUsage.STATIC_DRAW, frameCount : 0 }; this._mode = undefined; this._polylinesToUpdate = []; this._vertexArrays = []; this._positionBuffer = undefined; this._texCoordExpandAndBatchIndexBuffer = undefined; this._batchTable = undefined; this._createBatchTable = false; // Only used by Vector3DTilePoints this._useHighlightColor = false; this._highlightColor = Color.clone(Color.WHITE); var that = this; this._uniformMap = { u_highlightColor : function() { return that._highlightColor; } }; } defineProperties(PolylineCollection.prototype, { /** * Returns the number of polylines in this collection. This is commonly used with * {@link PolylineCollection#get} to iterate over all the polylines * in the collection. * @memberof PolylineCollection.prototype * @type {Number} */ length : { get : function() { removePolylines(this); return this._polylines.length; } } }); /** * Creates and adds a polyline with the specified initial properties to the collection. * The added polyline is returned so it can be modified or removed from the collection later. * * @param {Object}[options] A template describing the polyline's properties as shown in Example 1. * @returns {Polyline} The polyline that was added to the collection. * * @performance After callingadd
, {@link PolylineCollection#update} is called and
* the collection's vertex buffer is rewritten - an O(n)
operation that also incurs CPU to GPU overhead.
* For best performance, add as many polylines as possible before calling update
.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Example 1: Add a polyline, specifying all the default values.
* var p = polylines.add({
* show : true,
* positions : ellipsoid.cartographicArrayToCartesianArray([
Cesium.Cartographic.fromDegrees(-75.10, 39.57),
Cesium.Cartographic.fromDegrees(-77.02, 38.53)]),
* width : 1
* });
*
* @see PolylineCollection#remove
* @see PolylineCollection#removeAll
* @see PolylineCollection#update
*/
PolylineCollection.prototype.add = function(options) {
var p = new Polyline(options, this);
p._index = this._polylines.length;
this._polylines.push(p);
this._createVertexArray = true;
this._createBatchTable = true;
return p;
};
/**
* Removes a polyline from the collection.
*
* @param {Polyline} polyline The polyline to remove.
* @returns {Boolean} true
if the polyline was removed; false
if the polyline was not found in the collection.
*
* @performance After calling remove
, {@link PolylineCollection#update} is called and
* the collection's vertex buffer is rewritten - an O(n)
operation that also incurs CPU to GPU overhead.
* For best performance, remove as many polylines as possible before calling update
.
* If you intend to temporarily hide a polyline, it is usually more efficient to call
* {@link Polyline#show} instead of removing and re-adding the polyline.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* var p = polylines.add(...);
* polylines.remove(p); // Returns true
*
* @see PolylineCollection#add
* @see PolylineCollection#removeAll
* @see PolylineCollection#update
* @see Polyline#show
*/
PolylineCollection.prototype.remove = function(polyline) {
if (this.contains(polyline)) {
this._polylines[polyline._index] = undefined; // Removed later
var polylineUpdateIndex = this._polylinesToUpdate.indexOf(polyline);
if (polylineUpdateIndex !== -1) {
this._polylinesToUpdate.splice(polylineUpdateIndex, 1);
}
this._polylinesRemoved = true;
this._createVertexArray = true;
this._createBatchTable = true;
if (defined(polyline._bucket)) {
var bucket = polyline._bucket;
bucket.shaderProgram = bucket.shaderProgram && bucket.shaderProgram.destroy();
}
polyline._destroy();
return true;
}
return false;
};
/**
* Removes all polylines from the collection.
*
* @performance O(n)
. It is more efficient to remove all the polylines
* from a collection and then add new ones than to create a new collection entirely.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* polylines.add(...);
* polylines.add(...);
* polylines.removeAll();
*
* @see PolylineCollection#add
* @see PolylineCollection#remove
* @see PolylineCollection#update
*/
PolylineCollection.prototype.removeAll = function() {
releaseShaders(this);
destroyPolylines(this);
this._polylineBuckets = {};
this._polylinesRemoved = false;
this._polylines.length = 0;
this._polylinesToUpdate.length = 0;
this._createVertexArray = true;
};
/**
* Determines if this collection contains the specified polyline.
*
* @param {Polyline} polyline The polyline to check for.
* @returns {Boolean} true if this collection contains the polyline, false otherwise.
*
* @see PolylineCollection#get
*/
PolylineCollection.prototype.contains = function(polyline) {
return defined(polyline) && polyline._polylineCollection === this;
};
/**
* Returns the polyline in the collection at the specified index. Indices are zero-based
* and increase as polylines are added. Removing a polyline shifts all polylines after
* it to the left, changing their indices. This function is commonly used with
* {@link PolylineCollection#length} to iterate over all the polylines
* in the collection.
*
* @param {Number} index The zero-based index of the polyline.
* @returns {Polyline} The polyline at the specified index.
*
* @performance If polylines were removed from the collection and
* {@link PolylineCollection#update} was not called, an implicit O(n)
* operation is performed.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* // Toggle the show property of every polyline in the collection
* var len = polylines.length;
* for (var i = 0; i < len; ++i) {
* var p = polylines.get(i);
* p.show = !p.show;
* }
*
* @see PolylineCollection#length
*/
PolylineCollection.prototype.get = function(index) {
//>>includeStart('debug', pragmas.debug);
if (!defined(index)) {
throw new DeveloperError('index is required.');
}
//>>includeEnd('debug');
removePolylines(this);
return this._polylines[index];
};
function createBatchTable(collection, context) {
if (defined(collection._batchTable)) {
collection._batchTable.destroy();
}
var attributes = [{
functionName : 'batchTable_getWidthAndShow',
componentDatatype : ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute : 2
}, {
functionName : 'batchTable_getPickColor',
componentDatatype : ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute : 4,
normalize : true
}, {
functionName : 'batchTable_getCenterHigh',
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3
}, {
functionName : 'batchTable_getCenterLowAndRadius',
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 4
}, {
functionName : 'batchTable_getDistanceDisplayCondition',
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 2
}];
collection._batchTable = new BatchTable(context, attributes, collection._polylines.length);
}
var scratchUpdatePolylineEncodedCartesian = new EncodedCartesian3();
var scratchUpdatePolylineCartesian4 = new Cartesian4();
var scratchNearFarCartesian2 = new Cartesian2();
/**
* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
* get the draw commands needed to render this primitive.
* * Do not call this function directly. This is documented just to * list the exceptions that may be propagated when the scene is rendered: *
* * @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. */ PolylineCollection.prototype.update = function(frameState) { removePolylines(this); if (this._polylines.length === 0) { return; } updateMode(this, frameState); var context = frameState.context; var projection = frameState.mapProjection; var polyline; var properties = this._propertiesChanged; if (this._createBatchTable) { if (ContextLimits.maximumVertexTextureImageUnits === 0) { throw new RuntimeError('Vertex texture fetch support is required to render polylines. The maximum number of vertex texture image units must be greater than zero.'); } createBatchTable(this, context); this._createBatchTable = false; } if (this._createVertexArray || computeNewBuffersUsage(this)) { createVertexArrays(this, context, projection); } else if (this._polylinesUpdated) { // Polylines were modified, but no polylines were added or removed. var polylinesToUpdate = this._polylinesToUpdate; if (this._mode !== SceneMode.SCENE3D) { var updateLength = polylinesToUpdate.length; for ( var i = 0; i < updateLength; ++i) { polyline = polylinesToUpdate[i]; polyline.update(); } } // if a polyline's positions size changes, we need to recreate the vertex arrays and vertex buffers because the indices will be different. // if a polyline's material changes, we need to recreate the VAOs and VBOs because they will be batched differently. if (properties[POSITION_SIZE_INDEX] || properties[MATERIAL_INDEX]) { createVertexArrays(this, context, projection); } else { var length = polylinesToUpdate.length; var polylineBuckets = this._polylineBuckets; for ( var ii = 0; ii < length; ++ii) { polyline = polylinesToUpdate[ii]; properties = polyline._propertiesChanged; var bucket = polyline._bucket; var index = 0; for (var x in polylineBuckets) { if (polylineBuckets.hasOwnProperty(x)) { if (polylineBuckets[x] === bucket) { if (properties[POSITION_INDEX]) { bucket.writeUpdate(index, polyline, this._positionBuffer, projection); } break; } index += polylineBuckets[x].lengthOfPositions; } } if (properties[SHOW_INDEX] || properties[WIDTH_INDEX]) { this._batchTable.setBatchedAttribute(polyline._index, 0, new Cartesian2(polyline._width, polyline._show)); } if (this._batchTable.attributes.length > 2) { if (properties[POSITION_INDEX] || properties[POSITION_SIZE_INDEX]) { var boundingSphere = frameState.mode === SceneMode.SCENE2D ? polyline._boundingVolume2D : polyline._boundingVolumeWC; var encodedCenter = EncodedCartesian3.fromCartesian(boundingSphere.center, scratchUpdatePolylineEncodedCartesian); var low = Cartesian4.fromElements(encodedCenter.low.x, encodedCenter.low.y, encodedCenter.low.z, boundingSphere.radius, scratchUpdatePolylineCartesian4); this._batchTable.setBatchedAttribute(polyline._index, 2, encodedCenter.high); this._batchTable.setBatchedAttribute(polyline._index, 3, low); } if (properties[DISTANCE_DISPLAY_CONDITION]) { var nearFarCartesian = scratchNearFarCartesian2; nearFarCartesian.x = 0.0; nearFarCartesian.y = Number.MAX_VALUE; var distanceDisplayCondition = polyline.distanceDisplayCondition; if (defined(distanceDisplayCondition)) { nearFarCartesian.x = distanceDisplayCondition.near; nearFarCartesian.y = distanceDisplayCondition.far; } this._batchTable.setBatchedAttribute(polyline._index, 4, nearFarCartesian); } } polyline._clean(); } } polylinesToUpdate.length = 0; this._polylinesUpdated = false; } properties = this._propertiesChanged; for ( var k = 0; k < NUMBER_OF_PROPERTIES; ++k) { properties[k] = 0; } var modelMatrix = Matrix4.IDENTITY; if (frameState.mode === SceneMode.SCENE3D) { modelMatrix = this.modelMatrix; } var pass = frameState.passes; var useDepthTest = (frameState.morphTime !== 0.0); if (!defined(this._opaqueRS) || this._opaqueRS.depthTest.enabled !== useDepthTest) { this._opaqueRS = RenderState.fromCache({ depthMask : useDepthTest, depthTest : { enabled : useDepthTest } }); } if (!defined(this._translucentRS) || this._translucentRS.depthTest.enabled !== useDepthTest) { this._translucentRS = RenderState.fromCache({ blending : BlendingState.ALPHA_BLEND, depthMask : !useDepthTest, depthTest : { enabled : useDepthTest } }); } this._batchTable.update(frameState); if (pass.render || pass.pick) { var colorList = this._colorCommands; createCommandLists(this, frameState, colorList, modelMatrix); } }; var boundingSphereScratch = new BoundingSphere(); var boundingSphereScratch2 = new BoundingSphere(); function createCommandLists(polylineCollection, frameState, commands, modelMatrix) { var context = frameState.context; var commandList = frameState.commandList; var commandsLength = commands.length; var commandIndex = 0; var cloneBoundingSphere = true; var vertexArrays = polylineCollection._vertexArrays; var debugShowBoundingVolume = polylineCollection.debugShowBoundingVolume; var batchTable = polylineCollection._batchTable; var uniformCallback = batchTable.getUniformMapCallback(); var length = vertexArrays.length; for ( var m = 0; m < length; ++m) { var va = vertexArrays[m]; var buckets = va.buckets; var bucketLength = buckets.length; for ( var n = 0; n < bucketLength; ++n) { var bucketLocator = buckets[n]; var offset = bucketLocator.offset; var sp = bucketLocator.bucket.shaderProgram; var polylines = bucketLocator.bucket.polylines; var polylineLength = polylines.length; var currentId; var currentMaterial; var count = 0; var command; var uniformMap; for (var s = 0; s < polylineLength; ++s) { var polyline = polylines[s]; var mId = createMaterialId(polyline._material); if (mId !== currentId) { if (defined(currentId) && count > 0) { var translucent = currentMaterial.isTranslucent(); if (commandIndex >= commandsLength) { command = new DrawCommand({ owner : polylineCollection }); commands.push(command); } else { command = commands[commandIndex]; } ++commandIndex; uniformMap = combine(uniformCallback(currentMaterial._uniforms), polylineCollection._uniformMap); command.boundingVolume = BoundingSphere.clone(boundingSphereScratch, command.boundingVolume); command.modelMatrix = modelMatrix; command.shaderProgram = sp; command.vertexArray = va.va; command.renderState = translucent ? polylineCollection._translucentRS : polylineCollection._opaqueRS; command.pass = translucent ? Pass.TRANSLUCENT : Pass.OPAQUE; command.debugShowBoundingVolume = debugShowBoundingVolume; command.pickId = 'v_pickColor'; command.uniformMap = uniformMap; command.count = count; command.offset = offset; offset += count; count = 0; cloneBoundingSphere = true; commandList.push(command); } currentMaterial = polyline._material; currentMaterial.update(context); currentId = mId; } var locators = polyline._locatorBuckets; var locatorLength = locators.length; for (var t = 0; t < locatorLength; ++t) { var locator = locators[t]; if (locator.locator === bucketLocator) { count += locator.count; } } var boundingVolume; if (frameState.mode === SceneMode.SCENE3D) { boundingVolume = polyline._boundingVolumeWC; } else if (frameState.mode === SceneMode.COLUMBUS_VIEW) { boundingVolume = polyline._boundingVolume2D; } else if (frameState.mode === SceneMode.SCENE2D) { if (defined(polyline._boundingVolume2D)) { boundingVolume = BoundingSphere.clone(polyline._boundingVolume2D, boundingSphereScratch2); boundingVolume.center.x = 0.0; } } else if (defined(polyline._boundingVolumeWC) && defined(polyline._boundingVolume2D)) { boundingVolume = BoundingSphere.union(polyline._boundingVolumeWC, polyline._boundingVolume2D, boundingSphereScratch2); } if (cloneBoundingSphere) { cloneBoundingSphere = false; BoundingSphere.clone(boundingVolume, boundingSphereScratch); } else { BoundingSphere.union(boundingVolume, boundingSphereScratch, boundingSphereScratch); } } if (defined(currentId) && count > 0) { if (commandIndex >= commandsLength) { command = new DrawCommand({ owner : polylineCollection }); commands.push(command); } else { command = commands[commandIndex]; } ++commandIndex; uniformMap = combine(uniformCallback(currentMaterial._uniforms), polylineCollection._uniformMap); command.boundingVolume = BoundingSphere.clone(boundingSphereScratch, command.boundingVolume); command.modelMatrix = modelMatrix; command.shaderProgram = sp; command.vertexArray = va.va; command.renderState = currentMaterial.isTranslucent() ? polylineCollection._translucentRS : polylineCollection._opaqueRS; command.pass = currentMaterial.isTranslucent() ? Pass.TRANSLUCENT : Pass.OPAQUE; command.debugShowBoundingVolume = debugShowBoundingVolume; command.pickId = 'v_pickColor'; command.uniformMap = uniformMap; command.count = count; command.offset = offset; cloneBoundingSphere = true; commandList.push(command); } currentId = undefined; } } commands.length = commandIndex; } /** * Returns true if this object was destroyed; otherwise, false. *isDestroyed
will result in a {@link DeveloperError} exception.
*
* @returns {Boolean} true
if this object was destroyed; otherwise, false
.
*
* @see PolylineCollection#destroy
*/
PolylineCollection.prototype.isDestroyed = function() {
return false;
};
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
* isDestroyed
will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (undefined
) to the object as done in the example.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* polylines = polylines && polylines.destroy();
*
* @see PolylineCollection#isDestroyed
*/
PolylineCollection.prototype.destroy = function() {
destroyVertexArrays(this);
releaseShaders(this);
destroyPolylines(this);
this._batchTable = this._batchTable && this._batchTable.destroy();
return destroyObject(this);
};
function computeNewBuffersUsage(collection) {
var usageChanged = false;
var properties = collection._propertiesChanged;
var bufferUsage = collection._positionBufferUsage;
if (properties[POSITION_INDEX]) {
if (bufferUsage.bufferUsage !== BufferUsage.STREAM_DRAW) {
usageChanged = true;
bufferUsage.bufferUsage = BufferUsage.STREAM_DRAW;
bufferUsage.frameCount = 100;
} else {
bufferUsage.frameCount = 100;
}
} else if (bufferUsage.bufferUsage !== BufferUsage.STATIC_DRAW) {
if (bufferUsage.frameCount === 0) {
usageChanged = true;
bufferUsage.bufferUsage = BufferUsage.STATIC_DRAW;
} else {
bufferUsage.frameCount--;
}
}
return usageChanged;
}
var emptyVertexBuffer = [0.0, 0.0, 0.0];
function createVertexArrays(collection, context, projection) {
collection._createVertexArray = false;
releaseShaders(collection);
destroyVertexArrays(collection);
sortPolylinesIntoBuckets(collection);
//stores all of the individual indices arrays.
var totalIndices = [[]];
var indices = totalIndices[0];
var batchTable = collection._batchTable;
var useHighlightColor = collection._useHighlightColor;
//used to determine the vertexBuffer offset if the indicesArray goes over 64k.
//if it's the same polyline while it goes over 64k, the offset needs to backtrack componentsPerAttribute * componentDatatype bytes
//so that the polyline looks contiguous.
//if the polyline ends at the 64k mark, then the offset is just 64k * componentsPerAttribute * componentDatatype
var vertexBufferOffset = [0];
var offset = 0;
var vertexArrayBuckets = [[]];
var totalLength = 0;
var polylineBuckets = collection._polylineBuckets;
var x;
var bucket;
for (x in polylineBuckets) {
if (polylineBuckets.hasOwnProperty(x)) {
bucket = polylineBuckets[x];
bucket.updateShader(context, batchTable, useHighlightColor);
totalLength += bucket.lengthOfPositions;
}
}
if (totalLength > 0) {
var mode = collection._mode;
var positionArray = new Float32Array(6 * totalLength * 3);
var texCoordExpandAndBatchIndexArray = new Float32Array(totalLength * 4);
var position3DArray;
var positionIndex = 0;
var colorIndex = 0;
var texCoordExpandAndBatchIndexIndex = 0;
for (x in polylineBuckets) {
if (polylineBuckets.hasOwnProperty(x)) {
bucket = polylineBuckets[x];
bucket.write(positionArray, texCoordExpandAndBatchIndexArray, positionIndex, colorIndex, texCoordExpandAndBatchIndexIndex, batchTable, context, projection);
if (mode === SceneMode.MORPHING) {
if (!defined(position3DArray)) {
position3DArray = new Float32Array(6 * totalLength * 3);
}
bucket.writeForMorph(position3DArray, positionIndex);
}
var bucketLength = bucket.lengthOfPositions;
positionIndex += 6 * bucketLength * 3;
colorIndex += bucketLength * 4;
texCoordExpandAndBatchIndexIndex += bucketLength * 4;
offset = bucket.updateIndices(totalIndices, vertexBufferOffset, vertexArrayBuckets, offset);
}
}
var positionBufferUsage = collection._positionBufferUsage.bufferUsage;
var texCoordExpandAndBatchIndexBufferUsage = BufferUsage.STATIC_DRAW;
collection._positionBuffer = Buffer.createVertexBuffer({
context : context,
typedArray : positionArray,
usage : positionBufferUsage
});
var position3DBuffer;
if (defined(position3DArray)) {
position3DBuffer = Buffer.createVertexBuffer({
context : context,
typedArray : position3DArray,
usage : positionBufferUsage
});
}
collection._texCoordExpandAndBatchIndexBuffer = Buffer.createVertexBuffer({
context : context,
typedArray : texCoordExpandAndBatchIndexArray,
usage : texCoordExpandAndBatchIndexBufferUsage
});
var positionSizeInBytes = 3 * Float32Array.BYTES_PER_ELEMENT;
var texCoordExpandAndBatchIndexSizeInBytes = 4 * Float32Array.BYTES_PER_ELEMENT;
var vbo = 0;
var numberOfIndicesArrays = totalIndices.length;
for ( var k = 0; k < numberOfIndicesArrays; ++k) {
indices = totalIndices[k];
if (indices.length > 0) {
var indicesArray = new Uint16Array(indices);
var indexBuffer = Buffer.createIndexBuffer({
context : context,
typedArray : indicesArray,
usage : BufferUsage.STATIC_DRAW,
indexDatatype : IndexDatatype.UNSIGNED_SHORT
});
vbo += vertexBufferOffset[k];
var positionHighOffset = 6 * (k * (positionSizeInBytes * CesiumMath.SIXTY_FOUR_KILOBYTES) - vbo * positionSizeInBytes);//componentsPerAttribute(3) * componentDatatype(4)
var positionLowOffset = positionSizeInBytes + positionHighOffset;
var prevPositionHighOffset = positionSizeInBytes + positionLowOffset;
var prevPositionLowOffset = positionSizeInBytes + prevPositionHighOffset;
var nextPositionHighOffset = positionSizeInBytes + prevPositionLowOffset;
var nextPositionLowOffset = positionSizeInBytes + nextPositionHighOffset;
var vertexTexCoordExpandAndBatchIndexBufferOffset = k * (texCoordExpandAndBatchIndexSizeInBytes * CesiumMath.SIXTY_FOUR_KILOBYTES) - vbo * texCoordExpandAndBatchIndexSizeInBytes;
var attributes = [{
index : attributeLocations.position3DHigh,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : positionHighOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.position3DLow,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : positionLowOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.position2DHigh,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : positionHighOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.position2DLow,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : positionLowOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.prevPosition3DHigh,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : prevPositionHighOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.prevPosition3DLow,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : prevPositionLowOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.prevPosition2DHigh,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : prevPositionHighOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.prevPosition2DLow,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : prevPositionLowOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.nextPosition3DHigh,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : nextPositionHighOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.nextPosition3DLow,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : nextPositionLowOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.nextPosition2DHigh,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : nextPositionHighOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.nextPosition2DLow,
componentsPerAttribute : 3,
componentDatatype : ComponentDatatype.FLOAT,
offsetInBytes : nextPositionLowOffset,
strideInBytes : 6 * positionSizeInBytes
}, {
index : attributeLocations.texCoordExpandAndBatchIndex,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
vertexBuffer : collection._texCoordExpandAndBatchIndexBuffer,
offsetInBytes : vertexTexCoordExpandAndBatchIndexBufferOffset
}];
var buffer3D;
var bufferProperty3D;
var buffer2D;
var bufferProperty2D;
if (mode === SceneMode.SCENE3D) {
buffer3D = collection._positionBuffer;
bufferProperty3D = 'vertexBuffer';
buffer2D = emptyVertexBuffer;
bufferProperty2D = 'value';
} else if (mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
buffer3D = emptyVertexBuffer;
bufferProperty3D = 'value';
buffer2D = collection._positionBuffer;
bufferProperty2D = 'vertexBuffer';
} else {
buffer3D = position3DBuffer;
bufferProperty3D = 'vertexBuffer';
buffer2D = collection._positionBuffer;
bufferProperty2D = 'vertexBuffer';
}
attributes[0][bufferProperty3D] = buffer3D;
attributes[1][bufferProperty3D] = buffer3D;
attributes[2][bufferProperty2D] = buffer2D;
attributes[3][bufferProperty2D] = buffer2D;
attributes[4][bufferProperty3D] = buffer3D;
attributes[5][bufferProperty3D] = buffer3D;
attributes[6][bufferProperty2D] = buffer2D;
attributes[7][bufferProperty2D] = buffer2D;
attributes[8][bufferProperty3D] = buffer3D;
attributes[9][bufferProperty3D] = buffer3D;
attributes[10][bufferProperty2D] = buffer2D;
attributes[11][bufferProperty2D] = buffer2D;
var va = new VertexArray({
context : context,
attributes : attributes,
indexBuffer : indexBuffer
});
collection._vertexArrays.push({
va : va,
buckets : vertexArrayBuckets[k]
});
}
}
}
}
function replacer(key, value) {
if (value instanceof Texture) {
return value.id;
}
return value;
}
var scratchUniformArray = [];
function createMaterialId(material) {
var uniforms = Material._uniformList[material.type];
var length = uniforms.length;
scratchUniformArray.length = 2.0 * length;
var index = 0;
for (var i = 0; i < length; ++i) {
var uniform = uniforms[i];
scratchUniformArray[index] = uniform;
scratchUniformArray[index + 1] = material._uniforms[uniform]();
index += 2;
}
return material.type + ':' + JSON.stringify(scratchUniformArray, replacer);
}
function sortPolylinesIntoBuckets(collection) {
var mode = collection._mode;
var modelMatrix = collection._modelMatrix;
var polylineBuckets = collection._polylineBuckets = {};
var polylines = collection._polylines;
var length = polylines.length;
for ( var i = 0; i < length; ++i) {
var p = polylines[i];
if (p._actualPositions.length > 1) {
p.update();
var material = p.material;
var value = polylineBuckets[material.type];
if (!defined(value)) {
value = polylineBuckets[material.type] = new PolylineBucket(material, mode, modelMatrix);
}
value.addPolyline(p);
}
}
}
function updateMode(collection, frameState) {
var mode = frameState.mode;
if (collection._mode !== mode || (!Matrix4.equals(collection._modelMatrix, collection.modelMatrix))) {
collection._mode = mode;
collection._modelMatrix = Matrix4.clone(collection.modelMatrix);
collection._createVertexArray = true;
}
}
function removePolylines(collection) {
if (collection._polylinesRemoved) {
collection._polylinesRemoved = false;
var polylines = [];
var length = collection._polylines.length;
for ( var i = 0, j = 0; i < length; ++i) {
var polyline = collection._polylines[i];
if (defined(polyline)) {
polyline._index = j++;
polylines.push(polyline);
}
}
collection._polylines = polylines;
}
}
function releaseShaders(collection) {
var polylines = collection._polylines;
var length = polylines.length;
for ( var i = 0; i < length; ++i) {
if (defined(polylines[i])) {
var bucket = polylines[i]._bucket;
if (defined(bucket)) {
bucket.shaderProgram = bucket.shaderProgram && bucket.shaderProgram.destroy();
}
}
}
}
function destroyVertexArrays(collection) {
var length = collection._vertexArrays.length;
for ( var t = 0; t < length; ++t) {
collection._vertexArrays[t].va.destroy();
}
collection._vertexArrays.length = 0;
}
PolylineCollection.prototype._updatePolyline = function(polyline, propertyChanged) {
this._polylinesUpdated = true;
if (!polyline._dirty) {
this._polylinesToUpdate.push(polyline);
}
++this._propertiesChanged[propertyChanged];
};
function destroyPolylines(collection) {
var polylines = collection._polylines;
var length = polylines.length;
for ( var i = 0; i < length; ++i) {
if (defined(polylines[i])) {
polylines[i]._destroy();
}
}
}
function VertexArrayBucketLocator(count, offset, bucket) {
this.count = count;
this.offset = offset;
this.bucket = bucket;
}
function PolylineBucket(material, mode, modelMatrix) {
this.polylines = [];
this.lengthOfPositions = 0;
this.material = material;
this.shaderProgram = undefined;
this.mode = mode;
this.modelMatrix = modelMatrix;
}
PolylineBucket.prototype.addPolyline = function(p) {
var polylines = this.polylines;
polylines.push(p);
p._actualLength = this.getPolylinePositionsLength(p);
this.lengthOfPositions += p._actualLength;
p._bucket = this;
};
PolylineBucket.prototype.updateShader = function(context, batchTable, useHighlightColor) {
if (defined(this.shaderProgram)) {
return;
}
var defines = ['DISTANCE_DISPLAY_CONDITION'];
if (useHighlightColor) {
defines.push('VECTOR_TILE');
}
// Check for use of v_polylineAngle in material shader
if (this.material.shaderSource.search(/varying\s+float\s+v_polylineAngle;/g) !== -1) {
defines.push('POLYLINE_DASH');
}
if (!FeatureDetection.isInternetExplorer()) {
defines.push('CLIP_POLYLINE');
}
var fs = new ShaderSource({
defines : defines,
sources : ['varying vec4 v_pickColor;\n', this.material.shaderSource, PolylineFS]
});
var vsSource = batchTable.getVertexShaderCallback()(PolylineVS);
var vs = new ShaderSource({
defines : defines,
sources : [PolylineCommon, vsSource]
});
this.shaderProgram = ShaderProgram.fromCache({
context : context,
vertexShaderSource : vs,
fragmentShaderSource : fs,
attributeLocations : attributeLocations
});
};
function intersectsIDL(polyline) {
return Cartesian3.dot(Cartesian3.UNIT_X, polyline._boundingVolume.center) < 0 ||
polyline._boundingVolume.intersectPlane(Plane.ORIGIN_ZX_PLANE) === Intersect.INTERSECTING;
}
PolylineBucket.prototype.getPolylinePositionsLength = function(polyline) {
var length;
if (this.mode === SceneMode.SCENE3D || !intersectsIDL(polyline)) {
length = polyline._actualPositions.length;
return length * 4.0 - 4.0;
}
var count = 0;
var segmentLengths = polyline._segments.lengths;
length = segmentLengths.length;
for (var i = 0; i < length; ++i) {
count += segmentLengths[i] * 4.0 - 4.0;
}
return count;
};
var scratchWritePosition = new Cartesian3();
var scratchWritePrevPosition = new Cartesian3();
var scratchWriteNextPosition = new Cartesian3();
var scratchWriteVector = new Cartesian3();
var scratchPickColorCartesian = new Cartesian4();
var scratchWidthShowCartesian = new Cartesian2();
PolylineBucket.prototype.write = function(positionArray, texCoordExpandAndBatchIndexArray, positionIndex, colorIndex, texCoordExpandAndBatchIndexIndex, batchTable, context, projection) {
var mode = this.mode;
var maxLon = projection.ellipsoid.maximumRadius * CesiumMath.PI;
var polylines = this.polylines;
var length = polylines.length;
for ( var i = 0; i < length; ++i) {
var polyline = polylines[i];
var width = polyline.width;
var show = polyline.show && width > 0.0;
var polylineBatchIndex = polyline._index;
var segments = this.getSegments(polyline, projection);
var positions = segments.positions;
var lengths = segments.lengths;
var positionsLength = positions.length;
var pickColor = polyline.getPickId(context).color;
var segmentIndex = 0;
var count = 0;
var position;
for ( var j = 0; j < positionsLength; ++j) {
if (j === 0) {
if (polyline._loop) {
position = positions[positionsLength - 2];
} else {
position = scratchWriteVector;
Cartesian3.subtract(positions[0], positions[1], position);
Cartesian3.add(positions[0], position, position);
}
} else {
position = positions[j - 1];
}
Cartesian3.clone(position, scratchWritePrevPosition);
Cartesian3.clone(positions[j], scratchWritePosition);
if (j === positionsLength - 1) {
if (polyline._loop) {
position = positions[1];
} else {
position = scratchWriteVector;
Cartesian3.subtract(positions[positionsLength - 1], positions[positionsLength - 2], position);
Cartesian3.add(positions[positionsLength - 1], position, position);
}
} else {
position = positions[j + 1];
}
Cartesian3.clone(position, scratchWriteNextPosition);
var segmentLength = lengths[segmentIndex];
if (j === count + segmentLength) {
count += segmentLength;
++segmentIndex;
}
var segmentStart = j - count === 0;
var segmentEnd = j === count + lengths[segmentIndex] - 1;
if (mode === SceneMode.SCENE2D) {
scratchWritePrevPosition.z = 0.0;
scratchWritePosition.z = 0.0;
scratchWriteNextPosition.z = 0.0;
}
if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
if ((segmentStart || segmentEnd) && maxLon - Math.abs(scratchWritePosition.x) < 1.0) {
if ((scratchWritePosition.x < 0.0 && scratchWritePrevPosition.x > 0.0) ||
(scratchWritePosition.x > 0.0 && scratchWritePrevPosition.x < 0.0)) {
Cartesian3.clone(scratchWritePosition, scratchWritePrevPosition);
}
if ((scratchWritePosition.x < 0.0 && scratchWriteNextPosition.x > 0.0) ||
(scratchWritePosition.x > 0.0 && scratchWriteNextPosition.x < 0.0)) {
Cartesian3.clone(scratchWritePosition, scratchWriteNextPosition);
}
}
}
var startK = (segmentStart) ? 2 : 0;
var endK = (segmentEnd) ? 2 : 4;
for (var k = startK; k < endK; ++k) {
EncodedCartesian3.writeElements(scratchWritePosition, positionArray, positionIndex);
EncodedCartesian3.writeElements(scratchWritePrevPosition, positionArray, positionIndex + 6);
EncodedCartesian3.writeElements(scratchWriteNextPosition, positionArray, positionIndex + 12);
var direction = (k - 2 < 0) ? -1.0 : 1.0;
texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex] = j / (positionsLength - 1); // s tex coord
texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 1] = 2 * (k % 2) - 1; // expand direction
texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 2] = direction;
texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 3] = polylineBatchIndex;
positionIndex += 6 * 3;
texCoordExpandAndBatchIndexIndex += 4;
}
}
var colorCartesian = scratchPickColorCartesian;
colorCartesian.x = Color.floatToByte(pickColor.red);
colorCartesian.y = Color.floatToByte(pickColor.green);
colorCartesian.z = Color.floatToByte(pickColor.blue);
colorCartesian.w = Color.floatToByte(pickColor.alpha);
var widthShowCartesian = scratchWidthShowCartesian;
widthShowCartesian.x = width;
widthShowCartesian.y = show ? 1.0 : 0.0;
var boundingSphere = mode === SceneMode.SCENE2D ? polyline._boundingVolume2D : polyline._boundingVolumeWC;
var encodedCenter = EncodedCartesian3.fromCartesian(boundingSphere.center, scratchUpdatePolylineEncodedCartesian);
var high = encodedCenter.high;
var low = Cartesian4.fromElements(encodedCenter.low.x, encodedCenter.low.y, encodedCenter.low.z, boundingSphere.radius, scratchUpdatePolylineCartesian4);
var nearFarCartesian = scratchNearFarCartesian2;
nearFarCartesian.x = 0.0;
nearFarCartesian.y = Number.MAX_VALUE;
var distanceDisplayCondition = polyline.distanceDisplayCondition;
if (defined(distanceDisplayCondition)) {
nearFarCartesian.x = distanceDisplayCondition.near;
nearFarCartesian.y = distanceDisplayCondition.far;
}
batchTable.setBatchedAttribute(polylineBatchIndex, 0, widthShowCartesian);
batchTable.setBatchedAttribute(polylineBatchIndex, 1, colorCartesian);
if (batchTable.attributes.length > 2) {
batchTable.setBatchedAttribute(polylineBatchIndex, 2, high);
batchTable.setBatchedAttribute(polylineBatchIndex, 3, low);
batchTable.setBatchedAttribute(polylineBatchIndex, 4, nearFarCartesian);
}
}
};
var morphPositionScratch = new Cartesian3();
var morphPrevPositionScratch = new Cartesian3();
var morphNextPositionScratch = new Cartesian3();
var morphVectorScratch = new Cartesian3();
PolylineBucket.prototype.writeForMorph = function(positionArray, positionIndex) {
var modelMatrix = this.modelMatrix;
var polylines = this.polylines;
var length = polylines.length;
for ( var i = 0; i < length; ++i) {
var polyline = polylines[i];
var positions = polyline._segments.positions;
var lengths = polyline._segments.lengths;
var positionsLength = positions.length;
var segmentIndex = 0;
var count = 0;
for ( var j = 0; j < positionsLength; ++j) {
var prevPosition;
if (j === 0) {
if (polyline._loop) {
prevPosition = positions[positionsLength - 2];
} else {
prevPosition = morphVectorScratch;
Cartesian3.subtract(positions[0], positions[1], prevPosition);
Cartesian3.add(positions[0], prevPosition, prevPosition);
}
} else {
prevPosition = positions[j - 1];
}
prevPosition = Matrix4.multiplyByPoint(modelMatrix, prevPosition, morphPrevPositionScratch);
var position = Matrix4.multiplyByPoint(modelMatrix, positions[j], morphPositionScratch);
var nextPosition;
if (j === positionsLength - 1) {
if (polyline._loop) {
nextPosition = positions[1];
} else {
nextPosition = morphVectorScratch;
Cartesian3.subtract(positions[positionsLength - 1], positions[positionsLength - 2], nextPosition);
Cartesian3.add(positions[positionsLength - 1], nextPosition, nextPosition);
}
} else {
nextPosition = positions[j + 1];
}
nextPosition = Matrix4.multiplyByPoint(modelMatrix, nextPosition, morphNextPositionScratch);
var segmentLength = lengths[segmentIndex];
if (j === count + segmentLength) {
count += segmentLength;
++segmentIndex;
}
var segmentStart = j - count === 0;
var segmentEnd = j === count + lengths[segmentIndex] - 1;
var startK = (segmentStart) ? 2 : 0;
var endK = (segmentEnd) ? 2 : 4;
for (var k = startK; k < endK; ++k) {
EncodedCartesian3.writeElements(position, positionArray, positionIndex);
EncodedCartesian3.writeElements(prevPosition, positionArray, positionIndex + 6);
EncodedCartesian3.writeElements(nextPosition, positionArray, positionIndex + 12);
positionIndex += 6 * 3;
}
}
}
};
var scratchSegmentLengths = new Array(1);
PolylineBucket.prototype.updateIndices = function(totalIndices, vertexBufferOffset, vertexArrayBuckets, offset) {
var vaCount = vertexArrayBuckets.length - 1;
var bucketLocator = new VertexArrayBucketLocator(0, offset, this);
vertexArrayBuckets[vaCount].push(bucketLocator);
var count = 0;
var indices = totalIndices[totalIndices.length - 1];
var indicesCount = 0;
if (indices.length > 0) {
indicesCount = indices[indices.length - 1] + 1;
}
var polylines = this.polylines;
var length = polylines.length;
for ( var i = 0; i < length; ++i) {
var polyline = polylines[i];
polyline._locatorBuckets = [];
var segments;
if (this.mode === SceneMode.SCENE3D) {
segments = scratchSegmentLengths;
var positionsLength = polyline._actualPositions.length;
if (positionsLength > 0) {
segments[0] = positionsLength;
} else {
continue;
}
} else {
segments = polyline._segments.lengths;
}
var numberOfSegments = segments.length;
if (numberOfSegments > 0) {
var segmentIndexCount = 0;
for ( var j = 0; j < numberOfSegments; ++j) {
var segmentLength = segments[j] - 1.0;
for ( var k = 0; k < segmentLength; ++k) {
if (indicesCount + 4 > CesiumMath.SIXTY_FOUR_KILOBYTES) {
polyline._locatorBuckets.push({
locator : bucketLocator,
count : segmentIndexCount
});
segmentIndexCount = 0;
vertexBufferOffset.push(4);
indices = [];
totalIndices.push(indices);
indicesCount = 0;
bucketLocator.count = count;
count = 0;
offset = 0;
bucketLocator = new VertexArrayBucketLocator(0, 0, this);
vertexArrayBuckets[++vaCount] = [bucketLocator];
}
indices.push(indicesCount, indicesCount + 2, indicesCount + 1);
indices.push(indicesCount + 1, indicesCount + 2, indicesCount + 3);
segmentIndexCount += 6;
count += 6;
offset += 6;
indicesCount += 4;
}
}
polyline._locatorBuckets.push({
locator : bucketLocator,
count : segmentIndexCount
});
if (indicesCount + 4 > CesiumMath.SIXTY_FOUR_KILOBYTES) {
vertexBufferOffset.push(0);
indices = [];
totalIndices.push(indices);
indicesCount = 0;
bucketLocator.count = count;
offset = 0;
count = 0;
bucketLocator = new VertexArrayBucketLocator(0, 0, this);
vertexArrayBuckets[++vaCount] = [bucketLocator];
}
}
polyline._clean();
}
bucketLocator.count = count;
return offset;
};
PolylineBucket.prototype.getPolylineStartIndex = function(polyline) {
var polylines = this.polylines;
var positionIndex = 0;
var length = polylines.length;
for ( var i = 0; i < length; ++i) {
var p = polylines[i];
if (p === polyline) {
break;
}
positionIndex += p._actualLength;
}
return positionIndex;
};
var scratchSegments = {
positions : undefined,
lengths : undefined
};
var scratchLengths = new Array(1);
var pscratch = new Cartesian3();
var scratchCartographic = new Cartographic();
PolylineBucket.prototype.getSegments = function(polyline, projection) {
var positions = polyline._actualPositions;
if (this.mode === SceneMode.SCENE3D) {
scratchLengths[0] = positions.length;
scratchSegments.positions = positions;
scratchSegments.lengths = scratchLengths;
return scratchSegments;
}
if (intersectsIDL(polyline)) {
positions = polyline._segments.positions;
}
var ellipsoid = projection.ellipsoid;
var newPositions = [];
var modelMatrix = this.modelMatrix;
var length = positions.length;
var position;
var p = pscratch;
for ( var n = 0; n < length; ++n) {
position = positions[n];
p = Matrix4.multiplyByPoint(modelMatrix, position, p);
newPositions.push(projection.project(ellipsoid.cartesianToCartographic(p, scratchCartographic)));
}
if (newPositions.length > 0) {
polyline._boundingVolume2D = BoundingSphere.fromPoints(newPositions, polyline._boundingVolume2D);
var center2D = polyline._boundingVolume2D.center;
polyline._boundingVolume2D.center = new Cartesian3(center2D.z, center2D.x, center2D.y);
}
scratchSegments.positions = newPositions;
scratchSegments.lengths = polyline._segments.lengths;
return scratchSegments;
};
var scratchPositionsArray;
PolylineBucket.prototype.writeUpdate = function(index, polyline, positionBuffer, projection) {
var mode = this.mode;
var maxLon = projection.ellipsoid.maximumRadius * CesiumMath.PI;
var positionsLength = polyline._actualLength;
if (positionsLength) {
index += this.getPolylineStartIndex(polyline);
var positionArray = scratchPositionsArray;
var positionsArrayLength = 6 * positionsLength * 3;
if (!defined(positionArray) || positionArray.length < positionsArrayLength) {
positionArray = scratchPositionsArray = new Float32Array(positionsArrayLength);
} else if (positionArray.length > positionsArrayLength) {
positionArray = new Float32Array(positionArray.buffer, 0, positionsArrayLength);
}
var segments = this.getSegments(polyline, projection);
var positions = segments.positions;
var lengths = segments.lengths;
var positionIndex = 0;
var segmentIndex = 0;
var count = 0;
var position;
positionsLength = positions.length;
for ( var i = 0; i < positionsLength; ++i) {
if (i === 0) {
if (polyline._loop) {
position = positions[positionsLength - 2];
} else {
position = scratchWriteVector;
Cartesian3.subtract(positions[0], positions[1], position);
Cartesian3.add(positions[0], position, position);
}
} else {
position = positions[i - 1];
}
Cartesian3.clone(position, scratchWritePrevPosition);
Cartesian3.clone(positions[i], scratchWritePosition);
if (i === positionsLength - 1) {
if (polyline._loop) {
position = positions[1];
} else {
position = scratchWriteVector;
Cartesian3.subtract(positions[positionsLength - 1], positions[positionsLength - 2], position);
Cartesian3.add(positions[positionsLength - 1], position, position);
}
} else {
position = positions[i + 1];
}
Cartesian3.clone(position, scratchWriteNextPosition);
var segmentLength = lengths[segmentIndex];
if (i === count + segmentLength) {
count += segmentLength;
++segmentIndex;
}
var segmentStart = i - count === 0;
var segmentEnd = i === count + lengths[segmentIndex] - 1;
if (mode === SceneMode.SCENE2D) {
scratchWritePrevPosition.z = 0.0;
scratchWritePosition.z = 0.0;
scratchWriteNextPosition.z = 0.0;
}
if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
if ((segmentStart || segmentEnd) && maxLon - Math.abs(scratchWritePosition.x) < 1.0) {
if ((scratchWritePosition.x < 0.0 && scratchWritePrevPosition.x > 0.0) ||
(scratchWritePosition.x > 0.0 && scratchWritePrevPosition.x < 0.0)) {
Cartesian3.clone(scratchWritePosition, scratchWritePrevPosition);
}
if ((scratchWritePosition.x < 0.0 && scratchWriteNextPosition.x > 0.0) ||
(scratchWritePosition.x > 0.0 && scratchWriteNextPosition.x < 0.0)) {
Cartesian3.clone(scratchWritePosition, scratchWriteNextPosition);
}
}
}
var startJ = (segmentStart) ? 2 : 0;
var endJ = (segmentEnd) ? 2 : 4;
for (var j = startJ; j < endJ; ++j) {
EncodedCartesian3.writeElements(scratchWritePosition, positionArray, positionIndex);
EncodedCartesian3.writeElements(scratchWritePrevPosition, positionArray, positionIndex + 6);
EncodedCartesian3.writeElements(scratchWriteNextPosition, positionArray, positionIndex + 12);
positionIndex += 6 * 3;
}
}
positionBuffer.copyFromArrayView(positionArray, 6 * 3 * Float32Array.BYTES_PER_ELEMENT * index);
}
};
export default PolylineCollection;