/* This file is automatically rebuilt by the Cesium build process. */ define(['./defined-26bd4a03', './Check-da037458', './freezeObject-2d83f591', './defaultValue-f2e68450', './Math-fa6e45cb', './Cartesian2-2a723276', './defineProperties-6f7a50f2', './Transforms-65aba0a4', './RuntimeError-ad75c885', './WebGLConstants-497deb20', './ComponentDatatype-69643096', './GeometryAttribute-ed359d71', './when-ee12a2cb', './GeometryAttributes-eecc9f43', './IndexDatatype-3de60176', './IntersectionTests-c2360ffa', './Plane-a1a3fd52', './VertexFormat-fbb91dc7', './EllipsoidTangentPlane-10c6053a', './EllipsoidRhumbLine-c6cdbfd3', './PolygonPipeline-e486c11c', './EllipsoidGeodesic-53e988a6', './PolylinePipeline-b4161aaf', './WallGeometryLibrary-f30761f4'], function (defined, Check, freezeObject, defaultValue, _Math, Cartesian2, defineProperties, Transforms, RuntimeError, WebGLConstants, ComponentDatatype, GeometryAttribute, when, GeometryAttributes, IndexDatatype, IntersectionTests, Plane, VertexFormat, EllipsoidTangentPlane, EllipsoidRhumbLine, PolygonPipeline, EllipsoidGeodesic, PolylinePipeline, WallGeometryLibrary) { 'use strict'; var scratchCartesian3Position1 = new Cartesian2.Cartesian3(); var scratchCartesian3Position2 = new Cartesian2.Cartesian3(); var scratchCartesian3Position3 = 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 positions that give the maximum height of the * wall at positions. If undefined, the height of each position in used. * @param {Number[]} [options.minimumHeights] An array parallel to positions that give the minimum height of the * wall at positions. 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 = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT); var wallPositions = options.positions; var maximumHeights = options.maximumHeights; var minimumHeights = options.minimumHeights; //>>includeStart('debug', pragmas.debug); if (!defined.defined(wallPositions)) { throw new Check.DeveloperError('options.positions is required.'); } if (defined.defined(maximumHeights) && maximumHeights.length !== wallPositions.length) { throw new Check.DeveloperError('options.positions and options.maximumHeights must have the same length.'); } if (defined.defined(minimumHeights) && minimumHeights.length !== wallPositions.length) { throw new Check.DeveloperError('options.positions and options.minimumHeights must have the same length.'); } //>>includeEnd('debug'); var vertexFormat = defaultValue.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT); var granularity = defaultValue.defaultValue(options.granularity, _Math.CesiumMath.RADIANS_PER_DEGREE); var ellipsoid = defaultValue.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 (defined.defined(minimumHeights)) { numComponents += minimumHeights.length; } if (defined.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 (!defined.defined(value)) { throw new Check.DeveloperError('value is required'); } if (!defined.defined(array)) { throw new Check.DeveloperError('array is required'); } //>>includeEnd('debug'); startingIndex = defaultValue.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 = defined.defined(minimumHeights) ? minimumHeights.length : 0; array[startingIndex++] = length; if (defined.defined(minimumHeights)) { for (i = 0; i < length; ++i) { array[startingIndex++] = minimumHeights[i]; } } var maximumHeights = value._maximumHeights; length = defined.defined(maximumHeights) ? maximumHeights.length : 0; array[startingIndex++] = length; if (defined.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 (!defined.defined(array)) { throw new Check.DeveloperError('array is required'); } //>>includeEnd('debug'); startingIndex = defaultValue.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 (!defined.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 positions. If undefined, the height of each position in used. * @param {Number} [options.minimumHeight] A constant that defines the minimum height of the * wall at positions. 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 = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT); var positions = options.positions; //>>includeStart('debug', pragmas.debug); if (!defined.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 = defined.defined(min); var doMax = defined.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 (!defined.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 - wallPositions.length + 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 nextPosition; var nextTop = Cartesian2.Cartesian3.clone(Cartesian2.Cartesian3.ZERO, scratchCartesian3Position5); var groundPosition = ellipsoid.scaleToGeodeticSurface(Cartesian2.Cartesian3.fromArray(topPositions, i3, scratchCartesian3Position2), scratchCartesian3Position2); if (i + 1 < length) { nextPosition = ellipsoid.scaleToGeodeticSurface(Cartesian2.Cartesian3.fromArray(topPositions, i3 + 3, scratchCartesian3Position3), scratchCartesian3Position3); 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(nextPosition, groundPosition, _Math.CesiumMath.EPSILON10)) { recomputeNormal = true; } else { s += ds; if (vertexFormat.tangent) { tangent = Cartesian2.Cartesian3.normalize(Cartesian2.Cartesian3.subtract(nextPosition, groundPosition, 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 (defined.defined(offset)) { wallGeometry = WallGeometry.unpack(wallGeometry, offset); } wallGeometry._ellipsoid = Cartesian2.Ellipsoid.clone(wallGeometry._ellipsoid); return WallGeometry.createGeometry(wallGeometry); } return createWallGeometry; });