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- import ApproximateTerrainHeights from './ApproximateTerrainHeights.js';
- import ArcType from './ArcType.js';
- import arrayRemoveDuplicates from './arrayRemoveDuplicates.js';
- import BoundingSphere from './BoundingSphere.js';
- import Cartesian3 from './Cartesian3.js';
- import Cartographic from './Cartographic.js';
- import Check from './Check.js';
- import ComponentDatatype from './ComponentDatatype.js';
- import defaultValue from './defaultValue.js';
- import defined from './defined.js';
- import defineProperties from './defineProperties.js';
- import DeveloperError from './DeveloperError.js';
- import Ellipsoid from './Ellipsoid.js';
- import EllipsoidGeodesic from './EllipsoidGeodesic.js';
- import EllipsoidRhumbLine from './EllipsoidRhumbLine.js';
- import EncodedCartesian3 from './EncodedCartesian3.js';
- import GeographicProjection from './GeographicProjection.js';
- import Geometry from './Geometry.js';
- import GeometryAttribute from './GeometryAttribute.js';
- import IntersectionTests from './IntersectionTests.js';
- import CesiumMath from './Math.js';
- import Matrix3 from './Matrix3.js';
- import Plane from './Plane.js';
- import Quaternion from './Quaternion.js';
- import Rectangle from './Rectangle.js';
- import WebMercatorProjection from './WebMercatorProjection.js';
- var PROJECTIONS = [GeographicProjection, WebMercatorProjection];
- var PROJECTION_COUNT = PROJECTIONS.length;
- var MITER_BREAK_SMALL = Math.cos(CesiumMath.toRadians(30.0));
- var MITER_BREAK_LARGE = Math.cos(CesiumMath.toRadians(150.0));
- // Initial heights for constructing the wall.
- // Keeping WALL_INITIAL_MIN_HEIGHT near the ellipsoid surface helps
- // prevent precision problems with planes in the shader.
- // Putting the start point of a plane at ApproximateTerrainHeights._defaultMinTerrainHeight,
- // which is a highly conservative bound, usually puts the plane origin several thousands
- // of meters away from the actual terrain, causing floating point problems when checking
- // fragments on terrain against the plane.
- // Ellipsoid height is generally much closer.
- // The initial max height is arbitrary.
- // Both heights are corrected using ApproximateTerrainHeights for computing the actual volume geometry.
- var WALL_INITIAL_MIN_HEIGHT = 0.0;
- var WALL_INITIAL_MAX_HEIGHT = 1000.0;
- /**
- * A description of a polyline on terrain or 3D Tiles. Only to be used with {@link GroundPolylinePrimitive}.
- *
- * @alias GroundPolylineGeometry
- * @constructor
- *
- * @param {Object} options Options with the following properties:
- * @param {Cartesian3[]} options.positions An array of {@link Cartesian3} defining the polyline's points. Heights above the ellipsoid will be ignored.
- * @param {Number} [options.width=1.0] The screen space width in pixels.
- * @param {Number} [options.granularity=9999.0] The distance interval in meters used for interpolating options.points. Defaults to 9999.0 meters. Zero indicates no interpolation.
- * @param {Boolean} [options.loop=false] Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop.
- * @param {ArcType} [options.arcType=ArcType.GEODESIC] The type of line the polyline segments must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}.
- *
- * @exception {DeveloperError} At least two positions are required.
- *
- * @see GroundPolylinePrimitive
- *
- * @example
- * var positions = Cesium.Cartesian3.fromDegreesArray([
- * -112.1340164450331, 36.05494287836128,
- * -112.08821010582645, 36.097804071380715,
- * -112.13296079730024, 36.168769146801104
- * ]);
- *
- * var geometry = new Cesium.GroundPolylineGeometry({
- * positions : positions
- * });
- */
- function GroundPolylineGeometry(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- var positions = options.positions;
- //>>includeStart('debug', pragmas.debug);
- if ((!defined(positions)) || (positions.length < 2)) {
- throw new DeveloperError('At least two positions are required.');
- }
- if (defined(options.arcType) && options.arcType !== ArcType.GEODESIC && options.arcType !== ArcType.RHUMB) {
- throw new DeveloperError('Valid options for arcType are ArcType.GEODESIC and ArcType.RHUMB.');
- }
- //>>includeEnd('debug');
- /**
- * The screen space width in pixels.
- * @type {Number}
- */
- this.width = defaultValue(options.width, 1.0); // Doesn't get packed, not necessary for computing geometry.
- this._positions = positions;
- /**
- * The distance interval used for interpolating options.points. Zero indicates no interpolation.
- * Default of 9999.0 allows centimeter accuracy with 32 bit floating point.
- * @type {Boolean}
- * @default 9999.0
- */
- this.granularity = defaultValue(options.granularity, 9999.0);
- /**
- * Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop.
- * If the geometry has two positions this parameter will be ignored.
- * @type {Boolean}
- * @default false
- */
- this.loop = defaultValue(options.loop, false);
- /**
- * The type of path the polyline must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}.
- * @type {ArcType}
- * @default ArcType.GEODESIC
- */
- this.arcType = defaultValue(options.arcType, ArcType.GEODESIC);
- this._ellipsoid = Ellipsoid.WGS84;
- // MapProjections can't be packed, so store the index to a known MapProjection.
- this._projectionIndex = 0;
- this._workerName = 'createGroundPolylineGeometry';
- // Used by GroundPolylinePrimitive to signal worker that scenemode is 3D only.
- this._scene3DOnly = false;
- }
- defineProperties(GroundPolylineGeometry.prototype, {
- /**
- * The number of elements used to pack the object into an array.
- * @memberof GroundPolylineGeometry.prototype
- * @type {Number}
- * @readonly
- * @private
- */
- packedLength: {
- get: function() {
- return 1.0 + this._positions.length * 3 + 1.0 + 1.0 + 1.0 + Ellipsoid.packedLength + 1.0 + 1.0;
- }
- }
- });
- /**
- * Set the GroundPolylineGeometry's projection and ellipsoid.
- * Used by GroundPolylinePrimitive to signal scene information to the geometry for generating 2D attributes.
- *
- * @param {GroundPolylineGeometry} groundPolylineGeometry GroundPolylinGeometry describing a polyline on terrain or 3D Tiles.
- * @param {Projection} mapProjection A MapProjection used for projecting cartographic coordinates to 2D.
- * @private
- */
- GroundPolylineGeometry.setProjectionAndEllipsoid = function(groundPolylineGeometry, mapProjection) {
- var projectionIndex = 0;
- for (var i = 0; i < PROJECTION_COUNT; i++) {
- if (mapProjection instanceof PROJECTIONS[i]) {
- projectionIndex = i;
- break;
- }
- }
- groundPolylineGeometry._projectionIndex = projectionIndex;
- groundPolylineGeometry._ellipsoid = mapProjection.ellipsoid;
- };
- var cart3Scratch1 = new Cartesian3();
- var cart3Scratch2 = new Cartesian3();
- var cart3Scratch3 = new Cartesian3();
- function computeRightNormal(start, end, maxHeight, ellipsoid, result) {
- var startBottom = getPosition(ellipsoid, start, 0.0, cart3Scratch1);
- var startTop = getPosition(ellipsoid, start, maxHeight, cart3Scratch2);
- var endBottom = getPosition(ellipsoid, end, 0.0, cart3Scratch3);
- var up = direction(startTop, startBottom, cart3Scratch2);
- var forward = direction(endBottom, startBottom, cart3Scratch3);
- Cartesian3.cross(forward, up, result);
- return Cartesian3.normalize(result, result);
- }
- var interpolatedCartographicScratch = new Cartographic();
- var interpolatedBottomScratch = new Cartesian3();
- var interpolatedTopScratch = new Cartesian3();
- var interpolatedNormalScratch = new Cartesian3();
- function interpolateSegment(start, end, minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray) {
- if (granularity === 0.0) {
- return;
- }
- var ellipsoidLine;
- if (arcType === ArcType.GEODESIC) {
- ellipsoidLine = new EllipsoidGeodesic(start, end, ellipsoid);
- } else if (arcType === ArcType.RHUMB) {
- ellipsoidLine = new EllipsoidRhumbLine(start, end, ellipsoid);
- }
- var surfaceDistance = ellipsoidLine.surfaceDistance;
- if (surfaceDistance < granularity) {
- return;
- }
- // Compute rightwards normal applicable at all interpolated points
- var interpolatedNormal = computeRightNormal(start, end, maxHeight, ellipsoid, interpolatedNormalScratch);
- var segments = Math.ceil(surfaceDistance / granularity);
- var interpointDistance = surfaceDistance / segments;
- var distanceFromStart = interpointDistance;
- var pointsToAdd = segments - 1;
- var packIndex = normalsArray.length;
- for (var i = 0; i < pointsToAdd; i++) {
- var interpolatedCartographic = ellipsoidLine.interpolateUsingSurfaceDistance(distanceFromStart, interpolatedCartographicScratch);
- var interpolatedBottom = getPosition(ellipsoid, interpolatedCartographic, minHeight, interpolatedBottomScratch);
- var interpolatedTop = getPosition(ellipsoid, interpolatedCartographic, maxHeight, interpolatedTopScratch);
- Cartesian3.pack(interpolatedNormal, normalsArray, packIndex);
- Cartesian3.pack(interpolatedBottom, bottomPositionsArray, packIndex);
- Cartesian3.pack(interpolatedTop, topPositionsArray, packIndex);
- cartographicsArray.push(interpolatedCartographic.latitude);
- cartographicsArray.push(interpolatedCartographic.longitude);
- packIndex += 3;
- distanceFromStart += interpointDistance;
- }
- }
- var heightlessCartographicScratch = new Cartographic();
- function getPosition(ellipsoid, cartographic, height, result) {
- Cartographic.clone(cartographic, heightlessCartographicScratch);
- heightlessCartographicScratch.height = height;
- return Cartographic.toCartesian(heightlessCartographicScratch, ellipsoid, result);
- }
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {PolygonGeometry} 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
- */
- GroundPolylineGeometry.pack = function(value, array, startingIndex) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('value', value);
- Check.defined('array', array);
- //>>includeEnd('debug');
- var index = defaultValue(startingIndex, 0);
- var positions = value._positions;
- var positionsLength = positions.length;
- array[index++] = positionsLength;
- for (var i = 0; i < positionsLength; ++i) {
- var cartesian = positions[i];
- Cartesian3.pack(cartesian, array, index);
- index += 3;
- }
- array[index++] = value.granularity;
- array[index++] = value.loop ? 1.0 : 0.0;
- array[index++] = value.arcType;
- Ellipsoid.pack(value._ellipsoid, array, index);
- index += Ellipsoid.packedLength;
- array[index++] = value._projectionIndex;
- array[index++] = value._scene3DOnly ? 1.0 : 0.0;
- return array;
- };
- /**
- * 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 {PolygonGeometry} [result] The object into which to store the result.
- */
- GroundPolylineGeometry.unpack = function(array, startingIndex, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.defined('array', array);
- //>>includeEnd('debug');
- var index = defaultValue(startingIndex, 0);
- var positionsLength = array[index++];
- var positions = new Array(positionsLength);
- for (var i = 0; i < positionsLength; i++) {
- positions[i] = Cartesian3.unpack(array, index);
- index += 3;
- }
- var granularity = array[index++];
- var loop = array[index++] === 1.0;
- var arcType = array[index++];
- var ellipsoid = Ellipsoid.unpack(array, index);
- index += Ellipsoid.packedLength;
- var projectionIndex = array[index++];
- var scene3DOnly = (array[index++] === 1.0);
- if (!defined(result)) {
- result = new GroundPolylineGeometry({
- positions : positions
- });
- }
- result._positions = positions;
- result.granularity = granularity;
- result.loop = loop;
- result.arcType = arcType;
- result._ellipsoid = ellipsoid;
- result._projectionIndex = projectionIndex;
- result._scene3DOnly = scene3DOnly;
- return result;
- };
- function direction(target, origin, result) {
- Cartesian3.subtract(target, origin, result);
- Cartesian3.normalize(result, result);
- return result;
- }
- function tangentDirection(target, origin, up, result) {
- result = direction(target, origin, result);
- // orthogonalize
- result = Cartesian3.cross(result, up, result);
- result = Cartesian3.normalize(result, result);
- result = Cartesian3.cross(up, result, result);
- return result;
- }
- var toPreviousScratch = new Cartesian3();
- var toNextScratch = new Cartesian3();
- var forwardScratch = new Cartesian3();
- var vertexUpScratch = new Cartesian3();
- var cosine90 = 0.0;
- var cosine180 = -1.0;
- function computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, result) {
- var up = direction(vertexTop, vertexBottom, vertexUpScratch);
- // Compute vectors pointing towards neighboring points but tangent to this point on the ellipsoid
- var toPrevious = tangentDirection(previousBottom, vertexBottom, up, toPreviousScratch);
- var toNext = tangentDirection(nextBottom, vertexBottom, up, toNextScratch);
- // Check if tangents are almost opposite - if so, no need to miter.
- if (CesiumMath.equalsEpsilon(Cartesian3.dot(toPrevious, toNext), cosine180, CesiumMath.EPSILON5)) {
- result = Cartesian3.cross(up, toPrevious, result);
- result = Cartesian3.normalize(result, result);
- return result;
- }
- // Average directions to previous and to next in the plane of Up
- result = Cartesian3.add(toNext, toPrevious, result);
- result = Cartesian3.normalize(result, result);
- // Flip the normal if it isn't pointing roughly bound right (aka if forward is pointing more "backwards")
- var forward = Cartesian3.cross(up, result, forwardScratch);
- if (Cartesian3.dot(toNext, forward) < cosine90) {
- result = Cartesian3.negate(result, result);
- }
- return result;
- }
- var XZ_PLANE = Plane.fromPointNormal(Cartesian3.ZERO, Cartesian3.UNIT_Y);
- var previousBottomScratch = new Cartesian3();
- var vertexBottomScratch = new Cartesian3();
- var vertexTopScratch = new Cartesian3();
- var nextBottomScratch = new Cartesian3();
- var vertexNormalScratch = new Cartesian3();
- var intersectionScratch = new Cartesian3();
- var cartographicScratch0 = new Cartographic();
- var cartographicScratch1 = new Cartographic();
- var cartographicIntersectionScratch = new Cartographic();
- /**
- * Computes shadow volumes for the ground polyline, consisting of its vertices, indices, and a bounding sphere.
- * Vertices are "fat," packing all the data needed in each volume to describe a line on terrain or 3D Tiles.
- * Should not be called independent of {@link GroundPolylinePrimitive}.
- *
- * @param {GroundPolylineGeometry} groundPolylineGeometry
- * @private
- */
- GroundPolylineGeometry.createGeometry = function(groundPolylineGeometry) {
- var compute2dAttributes = !groundPolylineGeometry._scene3DOnly;
- var loop = groundPolylineGeometry.loop;
- var ellipsoid = groundPolylineGeometry._ellipsoid;
- var granularity = groundPolylineGeometry.granularity;
- var arcType = groundPolylineGeometry.arcType;
- var projection = new PROJECTIONS[groundPolylineGeometry._projectionIndex](ellipsoid);
- var minHeight = WALL_INITIAL_MIN_HEIGHT;
- var maxHeight = WALL_INITIAL_MAX_HEIGHT;
- var index;
- var i;
- var positions = groundPolylineGeometry._positions;
- var positionsLength = positions.length;
- if (positionsLength === 2) {
- loop = false;
- }
- // Split positions across the IDL and the Prime Meridian as well.
- // Split across prime meridian because very large geometries crossing the Prime Meridian but not the IDL
- // may get split by the plane of IDL + Prime Meridian.
- var p0;
- var p1;
- var c0;
- var c1;
- var rhumbLine = new EllipsoidRhumbLine(undefined, undefined, ellipsoid);
- var intersection;
- var intersectionCartographic;
- var intersectionLongitude;
- var splitPositions = [positions[0]];
- for (i = 0; i < positionsLength - 1; i++) {
- p0 = positions[i];
- p1 = positions[i + 1];
- intersection = IntersectionTests.lineSegmentPlane(p0, p1, XZ_PLANE, intersectionScratch);
- if (defined(intersection) &&
- !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
- !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)) {
- if (groundPolylineGeometry.arcType === ArcType.GEODESIC) {
- splitPositions.push(Cartesian3.clone(intersection));
- } else if (groundPolylineGeometry.arcType === ArcType.RHUMB) {
- intersectionLongitude = ellipsoid.cartesianToCartographic(intersection, cartographicScratch0).longitude;
- c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0);
- c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1);
- rhumbLine.setEndPoints(c0, c1);
- intersectionCartographic = rhumbLine.findIntersectionWithLongitude(intersectionLongitude, cartographicIntersectionScratch);
- intersection = ellipsoid.cartographicToCartesian(intersectionCartographic, intersectionScratch);
- if (defined(intersection) &&
- !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
- !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)) {
- splitPositions.push(Cartesian3.clone(intersection));
- }
- }
- }
- splitPositions.push(p1);
- }
- if (loop) {
- p0 = positions[positionsLength - 1];
- p1 = positions[0];
- intersection = IntersectionTests.lineSegmentPlane(p0, p1, XZ_PLANE, intersectionScratch);
- if (defined(intersection) &&
- !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
- !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)) {
- if (groundPolylineGeometry.arcType === ArcType.GEODESIC) {
- splitPositions.push(Cartesian3.clone(intersection));
- } else if (groundPolylineGeometry.arcType === ArcType.RHUMB) {
- intersectionLongitude = ellipsoid.cartesianToCartographic(intersection, cartographicScratch0).longitude;
- c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0);
- c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1);
- rhumbLine.setEndPoints(c0, c1);
- intersectionCartographic = rhumbLine.findIntersectionWithLongitude(intersectionLongitude, cartographicIntersectionScratch);
- intersection = ellipsoid.cartographicToCartesian(intersectionCartographic, intersectionScratch);
- if (defined(intersection) &&
- !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
- !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)) {
- splitPositions.push(Cartesian3.clone(intersection));
- }
- }
- }
- }
- var cartographicsLength = splitPositions.length;
- var cartographics = new Array(cartographicsLength);
- for (i = 0; i < cartographicsLength; i++) {
- var cartographic = Cartographic.fromCartesian(splitPositions[i], ellipsoid);
- cartographic.height = 0.0;
- cartographics[i] = cartographic;
- }
- cartographics = arrayRemoveDuplicates(cartographics, Cartographic.equalsEpsilon);
- cartographicsLength = cartographics.length;
- if (cartographicsLength < 2) {
- return undefined;
- }
- /**** Build heap-side arrays for positions, interpolated cartographics, and normals from which to compute vertices ****/
- // We build a "wall" and then decompose it into separately connected component "volumes" because we need a lot
- // of information about the wall. Also, this simplifies interpolation.
- // Convention: "next" and "end" are locally forward to each segment of the wall,
- // and we are computing normals pointing towards the local right side of the vertices in each segment.
- var cartographicsArray = [];
- var normalsArray = [];
- var bottomPositionsArray = [];
- var topPositionsArray = [];
- var previousBottom = previousBottomScratch;
- var vertexBottom = vertexBottomScratch;
- var vertexTop = vertexTopScratch;
- var nextBottom = nextBottomScratch;
- var vertexNormal = vertexNormalScratch;
- // First point - either loop or attach a "perpendicular" normal
- var startCartographic = cartographics[0];
- var nextCartographic = cartographics[1];
- var prestartCartographic = cartographics[cartographicsLength - 1];
- previousBottom = getPosition(ellipsoid, prestartCartographic, minHeight, previousBottom);
- nextBottom = getPosition(ellipsoid, nextCartographic, minHeight, nextBottom);
- vertexBottom = getPosition(ellipsoid, startCartographic, minHeight, vertexBottom);
- vertexTop = getPosition(ellipsoid, startCartographic, maxHeight, vertexTop);
- if (loop) {
- vertexNormal = computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, vertexNormal);
- } else {
- vertexNormal = computeRightNormal(startCartographic, nextCartographic, maxHeight, ellipsoid, vertexNormal);
- }
- Cartesian3.pack(vertexNormal, normalsArray, 0);
- Cartesian3.pack(vertexBottom, bottomPositionsArray, 0);
- Cartesian3.pack(vertexTop, topPositionsArray, 0);
- cartographicsArray.push(startCartographic.latitude);
- cartographicsArray.push(startCartographic.longitude);
- interpolateSegment(startCartographic, nextCartographic, minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray);
- // All inbetween points
- for (i = 1; i < cartographicsLength - 1; ++i) {
- previousBottom = Cartesian3.clone(vertexBottom, previousBottom);
- vertexBottom = Cartesian3.clone(nextBottom, vertexBottom);
- var vertexCartographic = cartographics[i];
- getPosition(ellipsoid, vertexCartographic, maxHeight, vertexTop);
- getPosition(ellipsoid, cartographics[i + 1], minHeight, nextBottom);
- computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, vertexNormal);
- index = normalsArray.length;
- Cartesian3.pack(vertexNormal, normalsArray, index);
- Cartesian3.pack(vertexBottom, bottomPositionsArray, index);
- Cartesian3.pack(vertexTop, topPositionsArray, index);
- cartographicsArray.push(vertexCartographic.latitude);
- cartographicsArray.push(vertexCartographic.longitude);
- interpolateSegment(cartographics[i], cartographics[i + 1], minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray);
- }
- // Last point - either loop or attach a normal "perpendicular" to the wall.
- var endCartographic = cartographics[cartographicsLength - 1];
- var preEndCartographic = cartographics[cartographicsLength - 2];
- vertexBottom = getPosition(ellipsoid, endCartographic, minHeight, vertexBottom);
- vertexTop = getPosition(ellipsoid, endCartographic, maxHeight, vertexTop);
- if (loop) {
- var postEndCartographic = cartographics[0];
- previousBottom = getPosition(ellipsoid, preEndCartographic, minHeight, previousBottom);
- nextBottom = getPosition(ellipsoid, postEndCartographic, minHeight, nextBottom);
- vertexNormal = computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, vertexNormal);
- } else {
- vertexNormal = computeRightNormal(preEndCartographic, endCartographic, maxHeight, ellipsoid, vertexNormal);
- }
- index = normalsArray.length;
- Cartesian3.pack(vertexNormal, normalsArray, index);
- Cartesian3.pack(vertexBottom, bottomPositionsArray, index);
- Cartesian3.pack(vertexTop, topPositionsArray, index);
- cartographicsArray.push(endCartographic.latitude);
- cartographicsArray.push(endCartographic.longitude);
- if (loop) {
- interpolateSegment(endCartographic, startCartographic, minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray);
- index = normalsArray.length;
- for (i = 0; i < 3; ++i) {
- normalsArray[index + i] = normalsArray[i];
- bottomPositionsArray[index + i] = bottomPositionsArray[i];
- topPositionsArray[index + i] = topPositionsArray[i];
- }
- cartographicsArray.push(startCartographic.latitude);
- cartographicsArray.push(startCartographic.longitude);
- }
- return generateGeometryAttributes(loop, projection, bottomPositionsArray, topPositionsArray, normalsArray, cartographicsArray, compute2dAttributes);
- };
- // If the end normal angle is too steep compared to the direction of the line segment,
- // "break" the miter by rotating the normal 90 degrees around the "up" direction at the point
- // For ultra precision we would want to project into a plane, but in practice this is sufficient.
- var lineDirectionScratch = new Cartesian3();
- var matrix3Scratch = new Matrix3();
- var quaternionScratch = new Quaternion();
- function breakMiter(endGeometryNormal, startBottom, endBottom, endTop) {
- var lineDirection = direction(endBottom, startBottom, lineDirectionScratch);
- var dot = Cartesian3.dot(lineDirection, endGeometryNormal);
- if (dot > MITER_BREAK_SMALL || dot < MITER_BREAK_LARGE) {
- var vertexUp = direction(endTop, endBottom, vertexUpScratch);
- var angle = dot < MITER_BREAK_LARGE ? CesiumMath.PI_OVER_TWO : -CesiumMath.PI_OVER_TWO;
- var quaternion = Quaternion.fromAxisAngle(vertexUp, angle, quaternionScratch);
- var rotationMatrix = Matrix3.fromQuaternion(quaternion, matrix3Scratch);
- Matrix3.multiplyByVector(rotationMatrix, endGeometryNormal, endGeometryNormal);
- return true;
- }
- return false;
- }
- var endPosCartographicScratch = new Cartographic();
- var normalStartpointScratch = new Cartesian3();
- var normalEndpointScratch = new Cartesian3();
- function projectNormal(projection, cartographic, normal, projectedPosition, result) {
- var position = Cartographic.toCartesian(cartographic, projection._ellipsoid, normalStartpointScratch);
- var normalEndpoint = Cartesian3.add(position, normal, normalEndpointScratch);
- var flipNormal = false;
- var ellipsoid = projection._ellipsoid;
- var normalEndpointCartographic = ellipsoid.cartesianToCartographic(normalEndpoint, endPosCartographicScratch);
- // If normal crosses the IDL, go the other way and flip the result.
- // In practice this almost never happens because the cartographic start
- // and end points of each segment are "nudged" to be on the same side
- // of the IDL and slightly away from the IDL.
- if (Math.abs(cartographic.longitude - normalEndpointCartographic.longitude) > CesiumMath.PI_OVER_TWO) {
- flipNormal = true;
- normalEndpoint = Cartesian3.subtract(position, normal, normalEndpointScratch);
- normalEndpointCartographic = ellipsoid.cartesianToCartographic(normalEndpoint, endPosCartographicScratch);
- }
- normalEndpointCartographic.height = 0.0;
- var normalEndpointProjected = projection.project(normalEndpointCartographic, result);
- result = Cartesian3.subtract(normalEndpointProjected, projectedPosition, result);
- result.z = 0.0;
- result = Cartesian3.normalize(result, result);
- if (flipNormal) {
- Cartesian3.negate(result, result);
- }
- return result;
- }
- var adjustHeightNormalScratch = new Cartesian3();
- var adjustHeightOffsetScratch = new Cartesian3();
- function adjustHeights(bottom, top, minHeight, maxHeight, adjustHeightBottom, adjustHeightTop) {
- // bottom and top should be at WALL_INITIAL_MIN_HEIGHT and WALL_INITIAL_MAX_HEIGHT, respectively
- var adjustHeightNormal = Cartesian3.subtract(top, bottom, adjustHeightNormalScratch);
- Cartesian3.normalize(adjustHeightNormal, adjustHeightNormal);
- var distanceForBottom = minHeight - WALL_INITIAL_MIN_HEIGHT;
- var adjustHeightOffset = Cartesian3.multiplyByScalar(adjustHeightNormal, distanceForBottom, adjustHeightOffsetScratch);
- Cartesian3.add(bottom, adjustHeightOffset, adjustHeightBottom);
- var distanceForTop = maxHeight - WALL_INITIAL_MAX_HEIGHT;
- adjustHeightOffset = Cartesian3.multiplyByScalar(adjustHeightNormal, distanceForTop, adjustHeightOffsetScratch);
- Cartesian3.add(top, adjustHeightOffset, adjustHeightTop);
- }
- var nudgeDirectionScratch = new Cartesian3();
- function nudgeXZ(start, end) {
- var startToXZdistance = Plane.getPointDistance(XZ_PLANE, start);
- var endToXZdistance = Plane.getPointDistance(XZ_PLANE, end);
- var offset = nudgeDirectionScratch;
- // Larger epsilon than what's used in GeometryPipeline, a centimeter in world space
- if (CesiumMath.equalsEpsilon(startToXZdistance, 0.0, CesiumMath.EPSILON2)) {
- offset = direction(end, start, offset);
- Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset);
- Cartesian3.add(start, offset, start);
- } else if (CesiumMath.equalsEpsilon(endToXZdistance, 0.0, CesiumMath.EPSILON2)) {
- offset = direction(start, end, offset);
- Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset);
- Cartesian3.add(end, offset, end);
- }
- }
- // "Nudge" cartographic coordinates so start and end are on the same side of the IDL.
- // Nudge amounts are tiny, basically just an IDL flip.
- // Only used for 2D/CV.
- function nudgeCartographic(start, end) {
- var absStartLon = Math.abs(start.longitude);
- var absEndLon = Math.abs(end.longitude);
- if (CesiumMath.equalsEpsilon(absStartLon, CesiumMath.PI, CesiumMath.EPSILON11)) {
- var endSign = CesiumMath.sign(end.longitude);
- start.longitude = endSign * (absStartLon - CesiumMath.EPSILON11);
- return 1;
- } else if (CesiumMath.equalsEpsilon(absEndLon, CesiumMath.PI, CesiumMath.EPSILON11)) {
- var startSign = CesiumMath.sign(start.longitude);
- end.longitude = startSign * (absEndLon - CesiumMath.EPSILON11);
- return 2;
- }
- return 0;
- }
- var startCartographicScratch = new Cartographic();
- var endCartographicScratch = new Cartographic();
- var segmentStartTopScratch = new Cartesian3();
- var segmentEndTopScratch = new Cartesian3();
- var segmentStartBottomScratch = new Cartesian3();
- var segmentEndBottomScratch = new Cartesian3();
- var segmentStartNormalScratch = new Cartesian3();
- var segmentEndNormalScratch = new Cartesian3();
- var getHeightCartographics = [startCartographicScratch, endCartographicScratch];
- var getHeightRectangleScratch = new Rectangle();
- var adjustHeightStartTopScratch = new Cartesian3();
- var adjustHeightEndTopScratch = new Cartesian3();
- var adjustHeightStartBottomScratch = new Cartesian3();
- var adjustHeightEndBottomScratch = new Cartesian3();
- var segmentStart2DScratch = new Cartesian3();
- var segmentEnd2DScratch = new Cartesian3();
- var segmentStartNormal2DScratch = new Cartesian3();
- var segmentEndNormal2DScratch = new Cartesian3();
- var offsetScratch = new Cartesian3();
- var startUpScratch = new Cartesian3();
- var endUpScratch = new Cartesian3();
- var rightScratch = new Cartesian3();
- var startPlaneNormalScratch = new Cartesian3();
- var endPlaneNormalScratch = new Cartesian3();
- var encodeScratch = new EncodedCartesian3();
- var encodeScratch2D = new EncodedCartesian3();
- var forwardOffset2DScratch = new Cartesian3();
- var right2DScratch = new Cartesian3();
- var normalNudgeScratch = new Cartesian3();
- var scratchBoundingSpheres = [new BoundingSphere(), new BoundingSphere()];
- // Winding order is reversed so each segment's volume is inside-out
- var REFERENCE_INDICES = [
- 0, 2, 1, 0, 3, 2, // right
- 0, 7, 3, 0, 4, 7, // start
- 0, 5, 4, 0, 1, 5, // bottom
- 5, 7, 4, 5, 6, 7, // left
- 5, 2, 6, 5, 1, 2, // end
- 3, 6, 2, 3, 7, 6 // top
- ];
- var REFERENCE_INDICES_LENGTH = REFERENCE_INDICES.length;
- // Decompose the "wall" into a series of shadow volumes.
- // Each shadow volume's vertices encode a description of the line it contains,
- // including mitering planes at the end points, a plane along the line itself,
- // and attributes for computing length-wise texture coordinates.
- function generateGeometryAttributes(loop, projection, bottomPositionsArray, topPositionsArray, normalsArray, cartographicsArray, compute2dAttributes) {
- var i;
- var index;
- var ellipsoid = projection._ellipsoid;
- // Each segment will have 8 vertices
- var segmentCount = (bottomPositionsArray.length / 3) - 1;
- var vertexCount = segmentCount * 8;
- var arraySizeVec4 = vertexCount * 4;
- var indexCount = segmentCount * 36;
- var indices = vertexCount > 65535 ? new Uint32Array(indexCount) : new Uint16Array(indexCount);
- var positionsArray = new Float64Array(vertexCount * 3);
- var startHiAndForwardOffsetX = new Float32Array(arraySizeVec4);
- var startLoAndForwardOffsetY = new Float32Array(arraySizeVec4);
- var startNormalAndForwardOffsetZ = new Float32Array(arraySizeVec4);
- var endNormalAndTextureCoordinateNormalizationX = new Float32Array(arraySizeVec4);
- var rightNormalAndTextureCoordinateNormalizationY = new Float32Array(arraySizeVec4);
- var startHiLo2D;
- var offsetAndRight2D;
- var startEndNormals2D;
- var texcoordNormalization2D;
- if (compute2dAttributes) {
- startHiLo2D = new Float32Array(arraySizeVec4);
- offsetAndRight2D = new Float32Array(arraySizeVec4);
- startEndNormals2D = new Float32Array(arraySizeVec4);
- texcoordNormalization2D = new Float32Array(vertexCount * 2);
- }
- /*** Compute total lengths for texture coordinate normalization ***/
- // 2D
- var cartographicsLength = cartographicsArray.length / 2;
- var length2D = 0.0;
- var startCartographic = startCartographicScratch;
- startCartographic.height = 0.0;
- var endCartographic = endCartographicScratch;
- endCartographic.height = 0.0;
- var segmentStartCartesian = segmentStartTopScratch;
- var segmentEndCartesian = segmentEndTopScratch;
- if (compute2dAttributes) {
- index = 0;
- for (i = 1; i < cartographicsLength; i++) {
- // Don't clone anything from previous segment b/c possible IDL touch
- startCartographic.latitude = cartographicsArray[index];
- startCartographic.longitude = cartographicsArray[index + 1];
- endCartographic.latitude = cartographicsArray[index + 2];
- endCartographic.longitude = cartographicsArray[index + 3];
- segmentStartCartesian = projection.project(startCartographic, segmentStartCartesian);
- segmentEndCartesian = projection.project(endCartographic, segmentEndCartesian);
- length2D += Cartesian3.distance(segmentStartCartesian, segmentEndCartesian);
- index += 2;
- }
- }
- // 3D
- var positionsLength = topPositionsArray.length / 3;
- segmentEndCartesian = Cartesian3.unpack(topPositionsArray, 0, segmentEndCartesian);
- var length3D = 0.0;
- index = 3;
- for (i = 1; i < positionsLength; i++) {
- segmentStartCartesian = Cartesian3.clone(segmentEndCartesian, segmentStartCartesian);
- segmentEndCartesian = Cartesian3.unpack(topPositionsArray, index, segmentEndCartesian);
- length3D += Cartesian3.distance(segmentStartCartesian, segmentEndCartesian);
- index += 3;
- }
- /*** Generate segments ***/
- var j;
- index = 3;
- var cartographicsIndex = 0;
- var vec2sWriteIndex = 0;
- var vec3sWriteIndex = 0;
- var vec4sWriteIndex = 0;
- var miterBroken = false;
- var endBottom = Cartesian3.unpack(bottomPositionsArray, 0, segmentEndBottomScratch);
- var endTop = Cartesian3.unpack(topPositionsArray, 0, segmentEndTopScratch);
- var endGeometryNormal = Cartesian3.unpack(normalsArray, 0, segmentEndNormalScratch);
- if (loop) {
- var preEndBottom = Cartesian3.unpack(bottomPositionsArray, bottomPositionsArray.length - 6, segmentStartBottomScratch);
- if (breakMiter(endGeometryNormal, preEndBottom, endBottom, endTop)) {
- // Miter broken as if for the last point in the loop, needs to be inverted for first point (clone of endBottom)
- endGeometryNormal = Cartesian3.negate(endGeometryNormal, endGeometryNormal);
- }
- }
- var lengthSoFar3D = 0.0;
- var lengthSoFar2D = 0.0;
- // For translating bounding volume
- var sumHeights = 0.0;
- for (i = 0; i < segmentCount; i++) {
- var startBottom = Cartesian3.clone(endBottom, segmentStartBottomScratch);
- var startTop = Cartesian3.clone(endTop, segmentStartTopScratch);
- var startGeometryNormal = Cartesian3.clone(endGeometryNormal, segmentStartNormalScratch);
- if (miterBroken) {
- startGeometryNormal = Cartesian3.negate(startGeometryNormal, startGeometryNormal);
- }
- endBottom = Cartesian3.unpack(bottomPositionsArray, index, segmentEndBottomScratch);
- endTop = Cartesian3.unpack(topPositionsArray, index, segmentEndTopScratch);
- endGeometryNormal = Cartesian3.unpack(normalsArray, index, segmentEndNormalScratch);
- miterBroken = breakMiter(endGeometryNormal, startBottom, endBottom, endTop);
- // 2D - don't clone anything from previous segment b/c possible IDL touch
- startCartographic.latitude = cartographicsArray[cartographicsIndex];
- startCartographic.longitude = cartographicsArray[cartographicsIndex + 1];
- endCartographic.latitude = cartographicsArray[cartographicsIndex + 2];
- endCartographic.longitude = cartographicsArray[cartographicsIndex + 3];
- var start2D;
- var end2D;
- var startGeometryNormal2D;
- var endGeometryNormal2D;
- if (compute2dAttributes) {
- var nudgeResult = nudgeCartographic(startCartographic, endCartographic);
- start2D = projection.project(startCartographic, segmentStart2DScratch);
- end2D = projection.project(endCartographic, segmentEnd2DScratch);
- var direction2D = direction(end2D, start2D, forwardOffset2DScratch);
- direction2D.y = Math.abs(direction2D.y);
- startGeometryNormal2D = segmentStartNormal2DScratch;
- endGeometryNormal2D = segmentEndNormal2DScratch;
- if (nudgeResult === 0 || Cartesian3.dot(direction2D, Cartesian3.UNIT_Y) > MITER_BREAK_SMALL) {
- // No nudge - project the original normal
- // Or, if the line's angle relative to the IDL is very acute,
- // in which case snapping will produce oddly shaped volumes.
- startGeometryNormal2D = projectNormal(projection, startCartographic, startGeometryNormal, start2D, segmentStartNormal2DScratch);
- endGeometryNormal2D = projectNormal(projection, endCartographic, endGeometryNormal, end2D, segmentEndNormal2DScratch);
- } else if (nudgeResult === 1) {
- // Start is close to IDL - snap start normal to align with IDL
- endGeometryNormal2D = projectNormal(projection, endCartographic, endGeometryNormal, end2D, segmentEndNormal2DScratch);
- startGeometryNormal2D.x = 0.0;
- // If start longitude is negative and end longitude is less negative, relative right is unit -Y
- // If start longitude is positive and end longitude is less positive, relative right is unit +Y
- startGeometryNormal2D.y = CesiumMath.sign(startCartographic.longitude - Math.abs(endCartographic.longitude));
- startGeometryNormal2D.z = 0.0;
- } else {
- // End is close to IDL - snap end normal to align with IDL
- startGeometryNormal2D = projectNormal(projection, startCartographic, startGeometryNormal, start2D, segmentStartNormal2DScratch);
- endGeometryNormal2D.x = 0.0;
- // If end longitude is negative and start longitude is less negative, relative right is unit Y
- // If end longitude is positive and start longitude is less positive, relative right is unit -Y
- endGeometryNormal2D.y = CesiumMath.sign(startCartographic.longitude - endCartographic.longitude);
- endGeometryNormal2D.z = 0.0;
- }
- }
- /****************************************
- * Geometry descriptors of a "line on terrain,"
- * as opposed to the "shadow volume used to draw
- * the line on terrain":
- * - position of start + offset to end
- * - start, end, and right-facing planes
- * - encoded texture coordinate offsets
- ****************************************/
- /** 3D **/
- var segmentLength3D = Cartesian3.distance(startTop, endTop);
- var encodedStart = EncodedCartesian3.fromCartesian(startBottom, encodeScratch);
- var forwardOffset = Cartesian3.subtract(endBottom, startBottom, offsetScratch);
- var forward = Cartesian3.normalize(forwardOffset, rightScratch);
- var startUp = Cartesian3.subtract(startTop, startBottom, startUpScratch);
- startUp = Cartesian3.normalize(startUp, startUp);
- var rightNormal = Cartesian3.cross(forward, startUp, rightScratch);
- rightNormal = Cartesian3.normalize(rightNormal, rightNormal);
- var startPlaneNormal = Cartesian3.cross(startUp, startGeometryNormal, startPlaneNormalScratch);
- startPlaneNormal = Cartesian3.normalize(startPlaneNormal, startPlaneNormal);
- var endUp = Cartesian3.subtract(endTop, endBottom, endUpScratch);
- endUp = Cartesian3.normalize(endUp, endUp);
- var endPlaneNormal = Cartesian3.cross(endGeometryNormal, endUp, endPlaneNormalScratch);
- endPlaneNormal = Cartesian3.normalize(endPlaneNormal, endPlaneNormal);
- var texcoordNormalization3DX = segmentLength3D / length3D;
- var texcoordNormalization3DY = lengthSoFar3D / length3D;
- /** 2D **/
- var segmentLength2D = 0.0;
- var encodedStart2D;
- var forwardOffset2D;
- var right2D;
- var texcoordNormalization2DX = 0.0;
- var texcoordNormalization2DY = 0.0;
- if (compute2dAttributes) {
- segmentLength2D = Cartesian3.distance(start2D, end2D);
- encodedStart2D = EncodedCartesian3.fromCartesian(start2D, encodeScratch2D);
- forwardOffset2D = Cartesian3.subtract(end2D, start2D, forwardOffset2DScratch);
- // Right direction is just forward direction rotated by -90 degrees around Z
- // Similarly with plane normals
- right2D = Cartesian3.normalize(forwardOffset2D, right2DScratch);
- var swap = right2D.x;
- right2D.x = right2D.y;
- right2D.y = -swap;
- texcoordNormalization2DX = segmentLength2D / length2D;
- texcoordNormalization2DY = lengthSoFar2D / length2D;
- }
- /** Pack **/
- for (j = 0; j < 8; j++) {
- var vec4Index = vec4sWriteIndex + j * 4;
- var vec2Index = vec2sWriteIndex + j * 2;
- var wIndex = vec4Index + 3;
- // Encode sidedness of vertex relative to right plane in texture coordinate normalization X,
- // whether vertex is top or bottom of volume in sign/magnitude of normalization Y.
- var rightPlaneSide = j < 4 ? 1.0 : -1.0;
- var topBottomSide = (j === 2 || j === 3 || j === 6 || j === 7) ? 1.0 : -1.0;
- // 3D
- Cartesian3.pack(encodedStart.high, startHiAndForwardOffsetX, vec4Index);
- startHiAndForwardOffsetX[wIndex] = forwardOffset.x;
- Cartesian3.pack(encodedStart.low, startLoAndForwardOffsetY, vec4Index);
- startLoAndForwardOffsetY[wIndex] = forwardOffset.y;
- Cartesian3.pack(startPlaneNormal, startNormalAndForwardOffsetZ, vec4Index);
- startNormalAndForwardOffsetZ[wIndex] = forwardOffset.z;
- Cartesian3.pack(endPlaneNormal, endNormalAndTextureCoordinateNormalizationX, vec4Index);
- endNormalAndTextureCoordinateNormalizationX[wIndex] = texcoordNormalization3DX * rightPlaneSide;
- Cartesian3.pack(rightNormal, rightNormalAndTextureCoordinateNormalizationY, vec4Index);
- var texcoordNormalization = texcoordNormalization3DY * topBottomSide;
- if (texcoordNormalization === 0.0 && topBottomSide < 0.0) {
- texcoordNormalization = 9.0; // some value greater than 1.0
- }
- rightNormalAndTextureCoordinateNormalizationY[wIndex] = texcoordNormalization;
- // 2D
- if (compute2dAttributes) {
- startHiLo2D[vec4Index] = encodedStart2D.high.x;
- startHiLo2D[vec4Index + 1] = encodedStart2D.high.y;
- startHiLo2D[vec4Index + 2] = encodedStart2D.low.x;
- startHiLo2D[vec4Index + 3] = encodedStart2D.low.y;
- startEndNormals2D[vec4Index] = -startGeometryNormal2D.y;
- startEndNormals2D[vec4Index + 1] = startGeometryNormal2D.x;
- startEndNormals2D[vec4Index + 2] = endGeometryNormal2D.y;
- startEndNormals2D[vec4Index + 3] = -endGeometryNormal2D.x;
- offsetAndRight2D[vec4Index] = forwardOffset2D.x;
- offsetAndRight2D[vec4Index + 1] = forwardOffset2D.y;
- offsetAndRight2D[vec4Index + 2] = right2D.x;
- offsetAndRight2D[vec4Index + 3] = right2D.y;
- texcoordNormalization2D[vec2Index] = texcoordNormalization2DX * rightPlaneSide;
- texcoordNormalization = texcoordNormalization2DY * topBottomSide;
- if (texcoordNormalization === 0.0 && topBottomSide < 0.0) {
- texcoordNormalization = 9.0; // some value greater than 1.0
- }
- texcoordNormalization2D[vec2Index + 1] = texcoordNormalization;
- }
- }
- // Adjust height of volume in 3D
- var adjustHeightStartBottom = adjustHeightStartBottomScratch;
- var adjustHeightEndBottom = adjustHeightEndBottomScratch;
- var adjustHeightStartTop = adjustHeightStartTopScratch;
- var adjustHeightEndTop = adjustHeightEndTopScratch;
- var getHeightsRectangle = Rectangle.fromCartographicArray(getHeightCartographics, getHeightRectangleScratch);
- var minMaxHeights = ApproximateTerrainHeights.getMinimumMaximumHeights(getHeightsRectangle, ellipsoid);
- var minHeight = minMaxHeights.minimumTerrainHeight;
- var maxHeight = minMaxHeights.maximumTerrainHeight;
- sumHeights += minHeight;
- sumHeights += maxHeight;
- adjustHeights(startBottom, startTop, minHeight, maxHeight, adjustHeightStartBottom, adjustHeightStartTop);
- adjustHeights(endBottom, endTop, minHeight, maxHeight, adjustHeightEndBottom, adjustHeightEndTop);
- // Nudge the positions away from the "polyline" a little bit to prevent errors in GeometryPipeline
- var normalNudge = Cartesian3.multiplyByScalar(rightNormal, CesiumMath.EPSILON5, normalNudgeScratch);
- Cartesian3.add(adjustHeightStartBottom, normalNudge, adjustHeightStartBottom);
- Cartesian3.add(adjustHeightEndBottom, normalNudge, adjustHeightEndBottom);
- Cartesian3.add(adjustHeightStartTop, normalNudge, adjustHeightStartTop);
- Cartesian3.add(adjustHeightEndTop, normalNudge, adjustHeightEndTop);
- // If the segment is very close to the XZ plane, nudge the vertices slightly to avoid touching it.
- nudgeXZ(adjustHeightStartBottom, adjustHeightEndBottom);
- nudgeXZ(adjustHeightStartTop, adjustHeightEndTop);
- Cartesian3.pack(adjustHeightStartBottom, positionsArray, vec3sWriteIndex);
- Cartesian3.pack(adjustHeightEndBottom, positionsArray, vec3sWriteIndex + 3);
- Cartesian3.pack(adjustHeightEndTop, positionsArray, vec3sWriteIndex + 6);
- Cartesian3.pack(adjustHeightStartTop, positionsArray, vec3sWriteIndex + 9);
- normalNudge = Cartesian3.multiplyByScalar(rightNormal, -2.0 * CesiumMath.EPSILON5, normalNudgeScratch);
- Cartesian3.add(adjustHeightStartBottom, normalNudge, adjustHeightStartBottom);
- Cartesian3.add(adjustHeightEndBottom, normalNudge, adjustHeightEndBottom);
- Cartesian3.add(adjustHeightStartTop, normalNudge, adjustHeightStartTop);
- Cartesian3.add(adjustHeightEndTop, normalNudge, adjustHeightEndTop);
- nudgeXZ(adjustHeightStartBottom, adjustHeightEndBottom);
- nudgeXZ(adjustHeightStartTop, adjustHeightEndTop);
- Cartesian3.pack(adjustHeightStartBottom, positionsArray, vec3sWriteIndex + 12);
- Cartesian3.pack(adjustHeightEndBottom, positionsArray, vec3sWriteIndex + 15);
- Cartesian3.pack(adjustHeightEndTop, positionsArray, vec3sWriteIndex + 18);
- Cartesian3.pack(adjustHeightStartTop, positionsArray, vec3sWriteIndex + 21);
- cartographicsIndex += 2;
- index += 3;
- vec2sWriteIndex += 16;
- vec3sWriteIndex += 24;
- vec4sWriteIndex += 32;
- lengthSoFar3D += segmentLength3D;
- lengthSoFar2D += segmentLength2D;
- }
- index = 0;
- var indexOffset = 0;
- for (i = 0; i < segmentCount; i++) {
- for (j = 0; j < REFERENCE_INDICES_LENGTH; j++) {
- indices[index + j] = REFERENCE_INDICES[j] + indexOffset;
- }
- indexOffset += 8;
- index += REFERENCE_INDICES_LENGTH;
- }
- var boundingSpheres = scratchBoundingSpheres;
- BoundingSphere.fromVertices(bottomPositionsArray, Cartesian3.ZERO, 3, boundingSpheres[0]);
- BoundingSphere.fromVertices(topPositionsArray, Cartesian3.ZERO, 3, boundingSpheres[1]);
- var boundingSphere = BoundingSphere.fromBoundingSpheres(boundingSpheres);
- // Adjust bounding sphere height and radius to cover more of the volume
- boundingSphere.radius += sumHeights / (segmentCount * 2.0);
- var attributes = {
- position : new GeometryAttribute({
- componentDatatype : ComponentDatatype.DOUBLE,
- componentsPerAttribute : 3,
- normalize : false,
- values : positionsArray
- }),
- startHiAndForwardOffsetX : getVec4GeometryAttribute(startHiAndForwardOffsetX),
- startLoAndForwardOffsetY : getVec4GeometryAttribute(startLoAndForwardOffsetY),
- startNormalAndForwardOffsetZ : getVec4GeometryAttribute(startNormalAndForwardOffsetZ),
- endNormalAndTextureCoordinateNormalizationX : getVec4GeometryAttribute(endNormalAndTextureCoordinateNormalizationX),
- rightNormalAndTextureCoordinateNormalizationY : getVec4GeometryAttribute(rightNormalAndTextureCoordinateNormalizationY)
- };
- if (compute2dAttributes) {
- attributes.startHiLo2D = getVec4GeometryAttribute(startHiLo2D);
- attributes.offsetAndRight2D = getVec4GeometryAttribute(offsetAndRight2D);
- attributes.startEndNormals2D = getVec4GeometryAttribute(startEndNormals2D);
- attributes.texcoordNormalization2D = new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 2,
- normalize : false,
- values : texcoordNormalization2D
- });
- }
- return new Geometry({
- attributes : attributes,
- indices : indices,
- boundingSphere : boundingSphere
- });
- }
- function getVec4GeometryAttribute(typedArray) {
- return new GeometryAttribute({
- componentDatatype : ComponentDatatype.FLOAT,
- componentsPerAttribute : 4,
- normalize : false,
- values : typedArray
- });
- }
- /**
- * Approximates an ellipsoid-tangent vector in 2D by projecting the end point into 2D.
- * Exposed for testing.
- *
- * @param {MapProjection} projection Map Projection for projecting coordinates to 2D.
- * @param {Cartographic} cartographic The cartographic origin point of the normal.
- * Used to check if the normal crosses the IDL during projection.
- * @param {Cartesian3} normal The normal in 3D.
- * @param {Cartesian3} projectedPosition The projected origin point of the normal in 2D.
- * @param {Cartesian3} result Result parameter on which to store the projected normal.
- * @private
- */
- GroundPolylineGeometry._projectNormal = projectNormal;
- export default GroundPolylineGeometry;
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