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1025 lines
30 KiB
JavaScript
1025 lines
30 KiB
JavaScript
/* This file is automatically rebuilt by the Cesium build process. */
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define(['./AttributeCompression-e3a6496c', './Transforms-eb995198', './Cartesian2-44e93af5', './when-f31b6bd1', './TerrainEncoding-83dc5cb1', './IndexDatatype-e20e62f1', './Check-285f6bfc', './Math-8c161f1c', './OrientedBoundingBox-8f3c3305', './createTaskProcessorWorker', './RuntimeError-c7c236f3', './ComponentDatatype-d4a0149c', './WebGLConstants-34c08bc0', './EllipsoidTangentPlane-ffd45139', './IntersectionTests-db497aaf', './Plane-16f95004'], function (AttributeCompression, Transforms, Cartesian2, when, TerrainEncoding, IndexDatatype, Check, _Math, OrientedBoundingBox, createTaskProcessorWorker, RuntimeError, ComponentDatatype, WebGLConstants, EllipsoidTangentPlane, IntersectionTests, Plane) { 'use strict';
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/**
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* Contains functions for operating on 2D triangles.
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*
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* @namespace Intersections2D
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*/
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var Intersections2D = {};
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/**
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* Splits a 2D triangle at given axis-aligned threshold value and returns the resulting
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* polygon on a given side of the threshold. The resulting polygon may have 0, 1, 2,
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* 3, or 4 vertices.
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*
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* @param {Number} threshold The threshold coordinate value at which to clip the triangle.
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* @param {Boolean} keepAbove true to keep the portion of the triangle above the threshold, or false
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* to keep the portion below.
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* @param {Number} u0 The coordinate of the first vertex in the triangle, in counter-clockwise order.
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* @param {Number} u1 The coordinate of the second vertex in the triangle, in counter-clockwise order.
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* @param {Number} u2 The coordinate of the third vertex in the triangle, in counter-clockwise order.
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* @param {Number[]} [result] The array into which to copy the result. If this parameter is not supplied,
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* a new array is constructed and returned.
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* @returns {Number[]} The polygon that results after the clip, specified as a list of
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* vertices. The vertices are specified in counter-clockwise order.
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* Each vertex is either an index from the existing list (identified as
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* a 0, 1, or 2) or -1 indicating a new vertex not in the original triangle.
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* For new vertices, the -1 is followed by three additional numbers: the
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* index of each of the two original vertices forming the line segment that
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* the new vertex lies on, and the fraction of the distance from the first
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* vertex to the second one.
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*
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* @example
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* var result = Cesium.Intersections2D.clipTriangleAtAxisAlignedThreshold(0.5, false, 0.2, 0.6, 0.4);
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* // result === [2, 0, -1, 1, 0, 0.25, -1, 1, 2, 0.5]
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*/
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Intersections2D.clipTriangleAtAxisAlignedThreshold = function (
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threshold,
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keepAbove,
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u0,
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u1,
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u2,
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result
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) {
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//>>includeStart('debug', pragmas.debug);
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if (!when.defined(threshold)) {
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throw new Check.DeveloperError("threshold is required.");
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}
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if (!when.defined(keepAbove)) {
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throw new Check.DeveloperError("keepAbove is required.");
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}
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if (!when.defined(u0)) {
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throw new Check.DeveloperError("u0 is required.");
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}
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if (!when.defined(u1)) {
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throw new Check.DeveloperError("u1 is required.");
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}
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if (!when.defined(u2)) {
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throw new Check.DeveloperError("u2 is required.");
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}
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//>>includeEnd('debug');
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if (!when.defined(result)) {
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result = [];
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} else {
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result.length = 0;
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}
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var u0Behind;
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var u1Behind;
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var u2Behind;
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if (keepAbove) {
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u0Behind = u0 < threshold;
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u1Behind = u1 < threshold;
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u2Behind = u2 < threshold;
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} else {
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u0Behind = u0 > threshold;
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u1Behind = u1 > threshold;
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u2Behind = u2 > threshold;
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}
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var numBehind = u0Behind + u1Behind + u2Behind;
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var u01Ratio;
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var u02Ratio;
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var u12Ratio;
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var u10Ratio;
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var u20Ratio;
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var u21Ratio;
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if (numBehind === 1) {
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if (u0Behind) {
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u01Ratio = (threshold - u0) / (u1 - u0);
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u02Ratio = (threshold - u0) / (u2 - u0);
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result.push(1);
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result.push(2);
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if (u02Ratio !== 1.0) {
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result.push(-1);
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result.push(0);
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result.push(2);
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result.push(u02Ratio);
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}
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if (u01Ratio !== 1.0) {
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result.push(-1);
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result.push(0);
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result.push(1);
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result.push(u01Ratio);
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}
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} else if (u1Behind) {
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u12Ratio = (threshold - u1) / (u2 - u1);
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u10Ratio = (threshold - u1) / (u0 - u1);
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result.push(2);
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result.push(0);
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if (u10Ratio !== 1.0) {
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result.push(-1);
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result.push(1);
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result.push(0);
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result.push(u10Ratio);
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}
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if (u12Ratio !== 1.0) {
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result.push(-1);
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result.push(1);
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result.push(2);
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result.push(u12Ratio);
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}
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} else if (u2Behind) {
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u20Ratio = (threshold - u2) / (u0 - u2);
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u21Ratio = (threshold - u2) / (u1 - u2);
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result.push(0);
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result.push(1);
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if (u21Ratio !== 1.0) {
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result.push(-1);
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result.push(2);
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result.push(1);
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result.push(u21Ratio);
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}
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if (u20Ratio !== 1.0) {
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result.push(-1);
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result.push(2);
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result.push(0);
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result.push(u20Ratio);
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}
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}
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} else if (numBehind === 2) {
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if (!u0Behind && u0 !== threshold) {
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u10Ratio = (threshold - u1) / (u0 - u1);
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u20Ratio = (threshold - u2) / (u0 - u2);
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result.push(0);
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result.push(-1);
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result.push(1);
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result.push(0);
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result.push(u10Ratio);
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result.push(-1);
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result.push(2);
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result.push(0);
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result.push(u20Ratio);
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} else if (!u1Behind && u1 !== threshold) {
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u21Ratio = (threshold - u2) / (u1 - u2);
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u01Ratio = (threshold - u0) / (u1 - u0);
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result.push(1);
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result.push(-1);
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result.push(2);
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result.push(1);
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result.push(u21Ratio);
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result.push(-1);
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result.push(0);
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result.push(1);
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result.push(u01Ratio);
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} else if (!u2Behind && u2 !== threshold) {
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u02Ratio = (threshold - u0) / (u2 - u0);
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u12Ratio = (threshold - u1) / (u2 - u1);
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result.push(2);
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result.push(-1);
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result.push(0);
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result.push(2);
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result.push(u02Ratio);
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result.push(-1);
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result.push(1);
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result.push(2);
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result.push(u12Ratio);
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}
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} else if (numBehind !== 3) {
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// Completely in front of threshold
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result.push(0);
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result.push(1);
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result.push(2);
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}
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// else Completely behind threshold
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return result;
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};
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/**
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* Compute the barycentric coordinates of a 2D position within a 2D triangle.
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*
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* @param {Number} x The x coordinate of the position for which to find the barycentric coordinates.
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* @param {Number} y The y coordinate of the position for which to find the barycentric coordinates.
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* @param {Number} x1 The x coordinate of the triangle's first vertex.
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* @param {Number} y1 The y coordinate of the triangle's first vertex.
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* @param {Number} x2 The x coordinate of the triangle's second vertex.
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* @param {Number} y2 The y coordinate of the triangle's second vertex.
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* @param {Number} x3 The x coordinate of the triangle's third vertex.
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* @param {Number} y3 The y coordinate of the triangle's third vertex.
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* @param {Cartesian3} [result] The instance into to which to copy the result. If this parameter
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* is undefined, a new instance is created and returned.
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* @returns {Cartesian3} The barycentric coordinates of the position within the triangle.
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*
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* @example
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* var result = Cesium.Intersections2D.computeBarycentricCoordinates(0.0, 0.0, 0.0, 1.0, -1, -0.5, 1, -0.5);
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* // result === new Cesium.Cartesian3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0);
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*/
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Intersections2D.computeBarycentricCoordinates = function (
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x,
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y,
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x1,
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y1,
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x2,
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y2,
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x3,
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y3,
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result
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) {
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//>>includeStart('debug', pragmas.debug);
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if (!when.defined(x)) {
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throw new Check.DeveloperError("x is required.");
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}
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if (!when.defined(y)) {
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throw new Check.DeveloperError("y is required.");
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}
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if (!when.defined(x1)) {
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throw new Check.DeveloperError("x1 is required.");
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}
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if (!when.defined(y1)) {
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throw new Check.DeveloperError("y1 is required.");
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}
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if (!when.defined(x2)) {
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throw new Check.DeveloperError("x2 is required.");
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}
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if (!when.defined(y2)) {
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throw new Check.DeveloperError("y2 is required.");
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}
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if (!when.defined(x3)) {
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throw new Check.DeveloperError("x3 is required.");
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}
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if (!when.defined(y3)) {
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throw new Check.DeveloperError("y3 is required.");
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}
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//>>includeEnd('debug');
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var x1mx3 = x1 - x3;
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var x3mx2 = x3 - x2;
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var y2my3 = y2 - y3;
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var y1my3 = y1 - y3;
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var inverseDeterminant = 1.0 / (y2my3 * x1mx3 + x3mx2 * y1my3);
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var ymy3 = y - y3;
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var xmx3 = x - x3;
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var l1 = (y2my3 * xmx3 + x3mx2 * ymy3) * inverseDeterminant;
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var l2 = (-y1my3 * xmx3 + x1mx3 * ymy3) * inverseDeterminant;
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var l3 = 1.0 - l1 - l2;
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if (when.defined(result)) {
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result.x = l1;
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result.y = l2;
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result.z = l3;
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return result;
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}
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return new Cartesian2.Cartesian3(l1, l2, l3);
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};
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/**
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* Compute the intersection between 2 line segments
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*
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* @param {Number} x00 The x coordinate of the first line's first vertex.
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* @param {Number} y00 The y coordinate of the first line's first vertex.
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* @param {Number} x01 The x coordinate of the first line's second vertex.
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* @param {Number} y01 The y coordinate of the first line's second vertex.
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* @param {Number} x10 The x coordinate of the second line's first vertex.
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* @param {Number} y10 The y coordinate of the second line's first vertex.
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* @param {Number} x11 The x coordinate of the second line's second vertex.
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* @param {Number} y11 The y coordinate of the second line's second vertex.
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* @param {Cartesian2} [result] The instance into to which to copy the result. If this parameter
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* is undefined, a new instance is created and returned.
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* @returns {Cartesian2} The intersection point, undefined if there is no intersection point or lines are coincident.
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*
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* @example
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* var result = Cesium.Intersections2D.computeLineSegmentLineSegmentIntersection(0.0, 0.0, 0.0, 2.0, -1, 1, 1, 1);
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* // result === new Cesium.Cartesian2(0.0, 1.0);
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*/
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Intersections2D.computeLineSegmentLineSegmentIntersection = function (
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x00,
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y00,
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x01,
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y01,
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x10,
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y10,
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x11,
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y11,
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result
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) {
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//>>includeStart('debug', pragmas.debug);
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Check.Check.typeOf.number("x00", x00);
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Check.Check.typeOf.number("y00", y00);
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Check.Check.typeOf.number("x01", x01);
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Check.Check.typeOf.number("y01", y01);
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Check.Check.typeOf.number("x10", x10);
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Check.Check.typeOf.number("y10", y10);
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Check.Check.typeOf.number("x11", x11);
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Check.Check.typeOf.number("y11", y11);
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//>>includeEnd('debug');
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var numerator1A = (x11 - x10) * (y00 - y10) - (y11 - y10) * (x00 - x10);
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var numerator1B = (x01 - x00) * (y00 - y10) - (y01 - y00) * (x00 - x10);
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var denominator1 = (y11 - y10) * (x01 - x00) - (x11 - x10) * (y01 - y00);
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// If denominator = 0, then lines are parallel. If denominator = 0 and both numerators are 0, then coincident
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if (denominator1 === 0) {
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return;
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}
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var ua1 = numerator1A / denominator1;
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var ub1 = numerator1B / denominator1;
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if (ua1 >= 0 && ua1 <= 1 && ub1 >= 0 && ub1 <= 1) {
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if (!when.defined(result)) {
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result = new Cartesian2.Cartesian2();
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}
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result.x = x00 + ua1 * (x01 - x00);
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result.y = y00 + ua1 * (y01 - y00);
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return result;
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}
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};
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var maxShort = 32767;
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var halfMaxShort = (maxShort / 2) | 0;
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var clipScratch = [];
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var clipScratch2 = [];
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var verticesScratch = [];
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var cartographicScratch = new Cartesian2.Cartographic();
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var cartesian3Scratch = new Cartesian2.Cartesian3();
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var uScratch = [];
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var vScratch = [];
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var heightScratch = [];
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var indicesScratch = [];
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var normalsScratch = [];
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var horizonOcclusionPointScratch = new Cartesian2.Cartesian3();
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var boundingSphereScratch = new Transforms.BoundingSphere();
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var orientedBoundingBoxScratch = new OrientedBoundingBox.OrientedBoundingBox();
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var decodeTexCoordsScratch = new Cartesian2.Cartesian2();
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var octEncodedNormalScratch = new Cartesian2.Cartesian3();
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function upsampleQuantizedTerrainMesh(parameters, transferableObjects) {
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var isEastChild = parameters.isEastChild;
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var isNorthChild = parameters.isNorthChild;
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var minU = isEastChild ? halfMaxShort : 0;
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var maxU = isEastChild ? maxShort : halfMaxShort;
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var minV = isNorthChild ? halfMaxShort : 0;
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var maxV = isNorthChild ? maxShort : halfMaxShort;
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var uBuffer = uScratch;
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var vBuffer = vScratch;
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var heightBuffer = heightScratch;
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var normalBuffer = normalsScratch;
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uBuffer.length = 0;
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vBuffer.length = 0;
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heightBuffer.length = 0;
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normalBuffer.length = 0;
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var indices = indicesScratch;
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indices.length = 0;
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var vertexMap = {};
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var parentVertices = parameters.vertices;
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var parentIndices = parameters.indices;
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parentIndices = parentIndices.subarray(0, parameters.indexCountWithoutSkirts);
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var encoding = TerrainEncoding.TerrainEncoding.clone(parameters.encoding);
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var hasVertexNormals = encoding.hasVertexNormals;
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var exaggeration = parameters.exaggeration;
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var vertexCount = 0;
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var quantizedVertexCount = parameters.vertexCountWithoutSkirts;
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|
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var parentMinimumHeight = parameters.minimumHeight;
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var parentMaximumHeight = parameters.maximumHeight;
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|
|
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var parentUBuffer = new Array(quantizedVertexCount);
|
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var parentVBuffer = new Array(quantizedVertexCount);
|
|
var parentHeightBuffer = new Array(quantizedVertexCount);
|
|
var parentNormalBuffer = hasVertexNormals
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? new Array(quantizedVertexCount * 2)
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: undefined;
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|
|
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var threshold = 20;
|
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var height;
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|
|
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var i, n;
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var u, v;
|
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for (i = 0, n = 0; i < quantizedVertexCount; ++i, n += 2) {
|
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var texCoords = encoding.decodeTextureCoordinates(
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parentVertices,
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i,
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decodeTexCoordsScratch
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);
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height = encoding.decodeHeight(parentVertices, i) / exaggeration;
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|
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u = _Math.CesiumMath.clamp((texCoords.x * maxShort) | 0, 0, maxShort);
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v = _Math.CesiumMath.clamp((texCoords.y * maxShort) | 0, 0, maxShort);
|
|
parentHeightBuffer[i] = _Math.CesiumMath.clamp(
|
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(((height - parentMinimumHeight) /
|
|
(parentMaximumHeight - parentMinimumHeight)) *
|
|
maxShort) |
|
|
0,
|
|
0,
|
|
maxShort
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);
|
|
|
|
if (u < threshold) {
|
|
u = 0;
|
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}
|
|
|
|
if (v < threshold) {
|
|
v = 0;
|
|
}
|
|
|
|
if (maxShort - u < threshold) {
|
|
u = maxShort;
|
|
}
|
|
|
|
if (maxShort - v < threshold) {
|
|
v = maxShort;
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|
}
|
|
|
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parentUBuffer[i] = u;
|
|
parentVBuffer[i] = v;
|
|
|
|
if (hasVertexNormals) {
|
|
var encodedNormal = encoding.getOctEncodedNormal(
|
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parentVertices,
|
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i,
|
|
octEncodedNormalScratch
|
|
);
|
|
parentNormalBuffer[n] = encodedNormal.x;
|
|
parentNormalBuffer[n + 1] = encodedNormal.y;
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|
}
|
|
|
|
if (
|
|
((isEastChild && u >= halfMaxShort) ||
|
|
(!isEastChild && u <= halfMaxShort)) &&
|
|
((isNorthChild && v >= halfMaxShort) ||
|
|
(!isNorthChild && v <= halfMaxShort))
|
|
) {
|
|
vertexMap[i] = vertexCount;
|
|
uBuffer.push(u);
|
|
vBuffer.push(v);
|
|
heightBuffer.push(parentHeightBuffer[i]);
|
|
if (hasVertexNormals) {
|
|
normalBuffer.push(parentNormalBuffer[n]);
|
|
normalBuffer.push(parentNormalBuffer[n + 1]);
|
|
}
|
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|
|
++vertexCount;
|
|
}
|
|
}
|
|
|
|
var triangleVertices = [];
|
|
triangleVertices.push(new Vertex());
|
|
triangleVertices.push(new Vertex());
|
|
triangleVertices.push(new Vertex());
|
|
|
|
var clippedTriangleVertices = [];
|
|
clippedTriangleVertices.push(new Vertex());
|
|
clippedTriangleVertices.push(new Vertex());
|
|
clippedTriangleVertices.push(new Vertex());
|
|
|
|
var clippedIndex;
|
|
var clipped2;
|
|
|
|
for (i = 0; i < parentIndices.length; i += 3) {
|
|
var i0 = parentIndices[i];
|
|
var i1 = parentIndices[i + 1];
|
|
var i2 = parentIndices[i + 2];
|
|
|
|
var u0 = parentUBuffer[i0];
|
|
var u1 = parentUBuffer[i1];
|
|
var u2 = parentUBuffer[i2];
|
|
|
|
triangleVertices[0].initializeIndexed(
|
|
parentUBuffer,
|
|
parentVBuffer,
|
|
parentHeightBuffer,
|
|
parentNormalBuffer,
|
|
i0
|
|
);
|
|
triangleVertices[1].initializeIndexed(
|
|
parentUBuffer,
|
|
parentVBuffer,
|
|
parentHeightBuffer,
|
|
parentNormalBuffer,
|
|
i1
|
|
);
|
|
triangleVertices[2].initializeIndexed(
|
|
parentUBuffer,
|
|
parentVBuffer,
|
|
parentHeightBuffer,
|
|
parentNormalBuffer,
|
|
i2
|
|
);
|
|
|
|
// Clip triangle on the east-west boundary.
|
|
var clipped = Intersections2D.clipTriangleAtAxisAlignedThreshold(
|
|
halfMaxShort,
|
|
isEastChild,
|
|
u0,
|
|
u1,
|
|
u2,
|
|
clipScratch
|
|
);
|
|
|
|
// Get the first clipped triangle, if any.
|
|
clippedIndex = 0;
|
|
|
|
if (clippedIndex >= clipped.length) {
|
|
continue;
|
|
}
|
|
clippedIndex = clippedTriangleVertices[0].initializeFromClipResult(
|
|
clipped,
|
|
clippedIndex,
|
|
triangleVertices
|
|
);
|
|
|
|
if (clippedIndex >= clipped.length) {
|
|
continue;
|
|
}
|
|
clippedIndex = clippedTriangleVertices[1].initializeFromClipResult(
|
|
clipped,
|
|
clippedIndex,
|
|
triangleVertices
|
|
);
|
|
|
|
if (clippedIndex >= clipped.length) {
|
|
continue;
|
|
}
|
|
clippedIndex = clippedTriangleVertices[2].initializeFromClipResult(
|
|
clipped,
|
|
clippedIndex,
|
|
triangleVertices
|
|
);
|
|
|
|
// Clip the triangle against the North-south boundary.
|
|
clipped2 = Intersections2D.clipTriangleAtAxisAlignedThreshold(
|
|
halfMaxShort,
|
|
isNorthChild,
|
|
clippedTriangleVertices[0].getV(),
|
|
clippedTriangleVertices[1].getV(),
|
|
clippedTriangleVertices[2].getV(),
|
|
clipScratch2
|
|
);
|
|
addClippedPolygon(
|
|
uBuffer,
|
|
vBuffer,
|
|
heightBuffer,
|
|
normalBuffer,
|
|
indices,
|
|
vertexMap,
|
|
clipped2,
|
|
clippedTriangleVertices,
|
|
hasVertexNormals
|
|
);
|
|
|
|
// If there's another vertex in the original clipped result,
|
|
// it forms a second triangle. Clip it as well.
|
|
if (clippedIndex < clipped.length) {
|
|
clippedTriangleVertices[2].clone(clippedTriangleVertices[1]);
|
|
clippedTriangleVertices[2].initializeFromClipResult(
|
|
clipped,
|
|
clippedIndex,
|
|
triangleVertices
|
|
);
|
|
|
|
clipped2 = Intersections2D.clipTriangleAtAxisAlignedThreshold(
|
|
halfMaxShort,
|
|
isNorthChild,
|
|
clippedTriangleVertices[0].getV(),
|
|
clippedTriangleVertices[1].getV(),
|
|
clippedTriangleVertices[2].getV(),
|
|
clipScratch2
|
|
);
|
|
addClippedPolygon(
|
|
uBuffer,
|
|
vBuffer,
|
|
heightBuffer,
|
|
normalBuffer,
|
|
indices,
|
|
vertexMap,
|
|
clipped2,
|
|
clippedTriangleVertices,
|
|
hasVertexNormals
|
|
);
|
|
}
|
|
}
|
|
|
|
var uOffset = isEastChild ? -maxShort : 0;
|
|
var vOffset = isNorthChild ? -maxShort : 0;
|
|
|
|
var westIndices = [];
|
|
var southIndices = [];
|
|
var eastIndices = [];
|
|
var northIndices = [];
|
|
|
|
var minimumHeight = Number.MAX_VALUE;
|
|
var maximumHeight = -minimumHeight;
|
|
|
|
var cartesianVertices = verticesScratch;
|
|
cartesianVertices.length = 0;
|
|
|
|
var ellipsoid = Cartesian2.Ellipsoid.clone(parameters.ellipsoid);
|
|
var rectangle = Cartesian2.Rectangle.clone(parameters.childRectangle);
|
|
|
|
var north = rectangle.north;
|
|
var south = rectangle.south;
|
|
var east = rectangle.east;
|
|
var west = rectangle.west;
|
|
|
|
if (east < west) {
|
|
east += _Math.CesiumMath.TWO_PI;
|
|
}
|
|
|
|
for (i = 0; i < uBuffer.length; ++i) {
|
|
u = Math.round(uBuffer[i]);
|
|
if (u <= minU) {
|
|
westIndices.push(i);
|
|
u = 0;
|
|
} else if (u >= maxU) {
|
|
eastIndices.push(i);
|
|
u = maxShort;
|
|
} else {
|
|
u = u * 2 + uOffset;
|
|
}
|
|
|
|
uBuffer[i] = u;
|
|
|
|
v = Math.round(vBuffer[i]);
|
|
if (v <= minV) {
|
|
southIndices.push(i);
|
|
v = 0;
|
|
} else if (v >= maxV) {
|
|
northIndices.push(i);
|
|
v = maxShort;
|
|
} else {
|
|
v = v * 2 + vOffset;
|
|
}
|
|
|
|
vBuffer[i] = v;
|
|
|
|
height = _Math.CesiumMath.lerp(
|
|
parentMinimumHeight,
|
|
parentMaximumHeight,
|
|
heightBuffer[i] / maxShort
|
|
);
|
|
if (height < minimumHeight) {
|
|
minimumHeight = height;
|
|
}
|
|
if (height > maximumHeight) {
|
|
maximumHeight = height;
|
|
}
|
|
|
|
heightBuffer[i] = height;
|
|
|
|
cartographicScratch.longitude = _Math.CesiumMath.lerp(west, east, u / maxShort);
|
|
cartographicScratch.latitude = _Math.CesiumMath.lerp(south, north, v / maxShort);
|
|
cartographicScratch.height = height;
|
|
|
|
ellipsoid.cartographicToCartesian(cartographicScratch, cartesian3Scratch);
|
|
|
|
cartesianVertices.push(cartesian3Scratch.x);
|
|
cartesianVertices.push(cartesian3Scratch.y);
|
|
cartesianVertices.push(cartesian3Scratch.z);
|
|
}
|
|
|
|
var boundingSphere = Transforms.BoundingSphere.fromVertices(
|
|
cartesianVertices,
|
|
Cartesian2.Cartesian3.ZERO,
|
|
3,
|
|
boundingSphereScratch
|
|
);
|
|
var orientedBoundingBox = OrientedBoundingBox.OrientedBoundingBox.fromRectangle(
|
|
rectangle,
|
|
minimumHeight,
|
|
maximumHeight,
|
|
ellipsoid,
|
|
orientedBoundingBoxScratch
|
|
);
|
|
|
|
var occluder = new TerrainEncoding.EllipsoidalOccluder(ellipsoid);
|
|
var horizonOcclusionPoint = occluder.computeHorizonCullingPointFromVerticesPossiblyUnderEllipsoid(
|
|
boundingSphere.center,
|
|
cartesianVertices,
|
|
3,
|
|
boundingSphere.center,
|
|
minimumHeight,
|
|
horizonOcclusionPointScratch
|
|
);
|
|
|
|
var heightRange = maximumHeight - minimumHeight;
|
|
|
|
var vertices = new Uint16Array(
|
|
uBuffer.length + vBuffer.length + heightBuffer.length
|
|
);
|
|
|
|
for (i = 0; i < uBuffer.length; ++i) {
|
|
vertices[i] = uBuffer[i];
|
|
}
|
|
|
|
var start = uBuffer.length;
|
|
|
|
for (i = 0; i < vBuffer.length; ++i) {
|
|
vertices[start + i] = vBuffer[i];
|
|
}
|
|
|
|
start += vBuffer.length;
|
|
|
|
for (i = 0; i < heightBuffer.length; ++i) {
|
|
vertices[start + i] =
|
|
(maxShort * (heightBuffer[i] - minimumHeight)) / heightRange;
|
|
}
|
|
|
|
var indicesTypedArray = IndexDatatype.IndexDatatype.createTypedArray(
|
|
uBuffer.length,
|
|
indices
|
|
);
|
|
|
|
var encodedNormals;
|
|
if (hasVertexNormals) {
|
|
var normalArray = new Uint8Array(normalBuffer);
|
|
transferableObjects.push(
|
|
vertices.buffer,
|
|
indicesTypedArray.buffer,
|
|
normalArray.buffer
|
|
);
|
|
encodedNormals = normalArray.buffer;
|
|
} else {
|
|
transferableObjects.push(vertices.buffer, indicesTypedArray.buffer);
|
|
}
|
|
|
|
return {
|
|
vertices: vertices.buffer,
|
|
encodedNormals: encodedNormals,
|
|
indices: indicesTypedArray.buffer,
|
|
minimumHeight: minimumHeight,
|
|
maximumHeight: maximumHeight,
|
|
westIndices: westIndices,
|
|
southIndices: southIndices,
|
|
eastIndices: eastIndices,
|
|
northIndices: northIndices,
|
|
boundingSphere: boundingSphere,
|
|
orientedBoundingBox: orientedBoundingBox,
|
|
horizonOcclusionPoint: horizonOcclusionPoint,
|
|
};
|
|
}
|
|
|
|
function Vertex() {
|
|
this.vertexBuffer = undefined;
|
|
this.index = undefined;
|
|
this.first = undefined;
|
|
this.second = undefined;
|
|
this.ratio = undefined;
|
|
}
|
|
|
|
Vertex.prototype.clone = function (result) {
|
|
if (!when.defined(result)) {
|
|
result = new Vertex();
|
|
}
|
|
|
|
result.uBuffer = this.uBuffer;
|
|
result.vBuffer = this.vBuffer;
|
|
result.heightBuffer = this.heightBuffer;
|
|
result.normalBuffer = this.normalBuffer;
|
|
result.index = this.index;
|
|
result.first = this.first;
|
|
result.second = this.second;
|
|
result.ratio = this.ratio;
|
|
|
|
return result;
|
|
};
|
|
|
|
Vertex.prototype.initializeIndexed = function (
|
|
uBuffer,
|
|
vBuffer,
|
|
heightBuffer,
|
|
normalBuffer,
|
|
index
|
|
) {
|
|
this.uBuffer = uBuffer;
|
|
this.vBuffer = vBuffer;
|
|
this.heightBuffer = heightBuffer;
|
|
this.normalBuffer = normalBuffer;
|
|
this.index = index;
|
|
this.first = undefined;
|
|
this.second = undefined;
|
|
this.ratio = undefined;
|
|
};
|
|
|
|
Vertex.prototype.initializeFromClipResult = function (
|
|
clipResult,
|
|
index,
|
|
vertices
|
|
) {
|
|
var nextIndex = index + 1;
|
|
|
|
if (clipResult[index] !== -1) {
|
|
vertices[clipResult[index]].clone(this);
|
|
} else {
|
|
this.vertexBuffer = undefined;
|
|
this.index = undefined;
|
|
this.first = vertices[clipResult[nextIndex]];
|
|
++nextIndex;
|
|
this.second = vertices[clipResult[nextIndex]];
|
|
++nextIndex;
|
|
this.ratio = clipResult[nextIndex];
|
|
++nextIndex;
|
|
}
|
|
|
|
return nextIndex;
|
|
};
|
|
|
|
Vertex.prototype.getKey = function () {
|
|
if (this.isIndexed()) {
|
|
return this.index;
|
|
}
|
|
return JSON.stringify({
|
|
first: this.first.getKey(),
|
|
second: this.second.getKey(),
|
|
ratio: this.ratio,
|
|
});
|
|
};
|
|
|
|
Vertex.prototype.isIndexed = function () {
|
|
return when.defined(this.index);
|
|
};
|
|
|
|
Vertex.prototype.getH = function () {
|
|
if (when.defined(this.index)) {
|
|
return this.heightBuffer[this.index];
|
|
}
|
|
return _Math.CesiumMath.lerp(this.first.getH(), this.second.getH(), this.ratio);
|
|
};
|
|
|
|
Vertex.prototype.getU = function () {
|
|
if (when.defined(this.index)) {
|
|
return this.uBuffer[this.index];
|
|
}
|
|
return _Math.CesiumMath.lerp(this.first.getU(), this.second.getU(), this.ratio);
|
|
};
|
|
|
|
Vertex.prototype.getV = function () {
|
|
if (when.defined(this.index)) {
|
|
return this.vBuffer[this.index];
|
|
}
|
|
return _Math.CesiumMath.lerp(this.first.getV(), this.second.getV(), this.ratio);
|
|
};
|
|
|
|
var encodedScratch = new Cartesian2.Cartesian2();
|
|
// An upsampled triangle may be clipped twice before it is assigned an index
|
|
// In this case, we need a buffer to handle the recursion of getNormalX() and getNormalY().
|
|
var depth = -1;
|
|
var cartesianScratch1 = [new Cartesian2.Cartesian3(), new Cartesian2.Cartesian3()];
|
|
var cartesianScratch2 = [new Cartesian2.Cartesian3(), new Cartesian2.Cartesian3()];
|
|
function lerpOctEncodedNormal(vertex, result) {
|
|
++depth;
|
|
|
|
var first = cartesianScratch1[depth];
|
|
var second = cartesianScratch2[depth];
|
|
|
|
first = AttributeCompression.AttributeCompression.octDecode(
|
|
vertex.first.getNormalX(),
|
|
vertex.first.getNormalY(),
|
|
first
|
|
);
|
|
second = AttributeCompression.AttributeCompression.octDecode(
|
|
vertex.second.getNormalX(),
|
|
vertex.second.getNormalY(),
|
|
second
|
|
);
|
|
cartesian3Scratch = Cartesian2.Cartesian3.lerp(
|
|
first,
|
|
second,
|
|
vertex.ratio,
|
|
cartesian3Scratch
|
|
);
|
|
Cartesian2.Cartesian3.normalize(cartesian3Scratch, cartesian3Scratch);
|
|
|
|
AttributeCompression.AttributeCompression.octEncode(cartesian3Scratch, result);
|
|
|
|
--depth;
|
|
|
|
return result;
|
|
}
|
|
|
|
Vertex.prototype.getNormalX = function () {
|
|
if (when.defined(this.index)) {
|
|
return this.normalBuffer[this.index * 2];
|
|
}
|
|
|
|
encodedScratch = lerpOctEncodedNormal(this, encodedScratch);
|
|
return encodedScratch.x;
|
|
};
|
|
|
|
Vertex.prototype.getNormalY = function () {
|
|
if (when.defined(this.index)) {
|
|
return this.normalBuffer[this.index * 2 + 1];
|
|
}
|
|
|
|
encodedScratch = lerpOctEncodedNormal(this, encodedScratch);
|
|
return encodedScratch.y;
|
|
};
|
|
|
|
var polygonVertices = [];
|
|
polygonVertices.push(new Vertex());
|
|
polygonVertices.push(new Vertex());
|
|
polygonVertices.push(new Vertex());
|
|
polygonVertices.push(new Vertex());
|
|
|
|
function addClippedPolygon(
|
|
uBuffer,
|
|
vBuffer,
|
|
heightBuffer,
|
|
normalBuffer,
|
|
indices,
|
|
vertexMap,
|
|
clipped,
|
|
triangleVertices,
|
|
hasVertexNormals
|
|
) {
|
|
if (clipped.length === 0) {
|
|
return;
|
|
}
|
|
|
|
var numVertices = 0;
|
|
var clippedIndex = 0;
|
|
while (clippedIndex < clipped.length) {
|
|
clippedIndex = polygonVertices[numVertices++].initializeFromClipResult(
|
|
clipped,
|
|
clippedIndex,
|
|
triangleVertices
|
|
);
|
|
}
|
|
|
|
for (var i = 0; i < numVertices; ++i) {
|
|
var polygonVertex = polygonVertices[i];
|
|
if (!polygonVertex.isIndexed()) {
|
|
var key = polygonVertex.getKey();
|
|
if (when.defined(vertexMap[key])) {
|
|
polygonVertex.newIndex = vertexMap[key];
|
|
} else {
|
|
var newIndex = uBuffer.length;
|
|
uBuffer.push(polygonVertex.getU());
|
|
vBuffer.push(polygonVertex.getV());
|
|
heightBuffer.push(polygonVertex.getH());
|
|
if (hasVertexNormals) {
|
|
normalBuffer.push(polygonVertex.getNormalX());
|
|
normalBuffer.push(polygonVertex.getNormalY());
|
|
}
|
|
polygonVertex.newIndex = newIndex;
|
|
vertexMap[key] = newIndex;
|
|
}
|
|
} else {
|
|
polygonVertex.newIndex = vertexMap[polygonVertex.index];
|
|
polygonVertex.uBuffer = uBuffer;
|
|
polygonVertex.vBuffer = vBuffer;
|
|
polygonVertex.heightBuffer = heightBuffer;
|
|
if (hasVertexNormals) {
|
|
polygonVertex.normalBuffer = normalBuffer;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (numVertices === 3) {
|
|
// A triangle.
|
|
indices.push(polygonVertices[0].newIndex);
|
|
indices.push(polygonVertices[1].newIndex);
|
|
indices.push(polygonVertices[2].newIndex);
|
|
} else if (numVertices === 4) {
|
|
// A quad - two triangles.
|
|
indices.push(polygonVertices[0].newIndex);
|
|
indices.push(polygonVertices[1].newIndex);
|
|
indices.push(polygonVertices[2].newIndex);
|
|
|
|
indices.push(polygonVertices[0].newIndex);
|
|
indices.push(polygonVertices[2].newIndex);
|
|
indices.push(polygonVertices[3].newIndex);
|
|
}
|
|
}
|
|
var upsampleQuantizedTerrainMesh$1 = createTaskProcessorWorker(upsampleQuantizedTerrainMesh);
|
|
|
|
return upsampleQuantizedTerrainMesh$1;
|
|
|
|
});
|