/** * Cesium - https://github.com/CesiumGS/cesium * * Copyright 2011-2020 Cesium Contributors * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * Columbus View (Pat. Pend.) * * Portions licensed separately. * See https://github.com/CesiumGS/cesium/blob/master/LICENSE.md for full licensing details. */ define(['exports', './when-8d13db60', './Check-70bec281', './Math-61ede240', './Cartographic-f2a06374', './Cartesian2-16a61632', './BoundingSphere-d018a565', './ComponentDatatype-5862616f', './AttributeCompression-c177f997'], function (exports, when, Check, _Math, Cartographic, Cartesian2, BoundingSphere, ComponentDatatype, AttributeCompression) { 'use strict'; /** * Determine whether or not other objects are visible or hidden behind the visible horizon defined by * an {@link Ellipsoid} and a camera position. The ellipsoid is assumed to be located at the * origin of the coordinate system. This class uses the algorithm described in the * {@link https://cesium.com/blog/2013/04/25/Horizon-culling/|Horizon Culling} blog post. * * @alias EllipsoidalOccluder * * @param {Ellipsoid} ellipsoid The ellipsoid to use as an occluder. * @param {Cartesian3} [cameraPosition] The coordinate of the viewer/camera. If this parameter is not * specified, {@link EllipsoidalOccluder#cameraPosition} must be called before * testing visibility. * * @constructor * * @example * // Construct an ellipsoidal occluder with radii 1.0, 1.1, and 0.9. * var cameraPosition = new Cesium.Cartesian3(5.0, 6.0, 7.0); * var occluderEllipsoid = new Cesium.Ellipsoid(1.0, 1.1, 0.9); * var occluder = new Cesium.EllipsoidalOccluder(occluderEllipsoid, cameraPosition); * * @private */ function EllipsoidalOccluder(ellipsoid, cameraPosition) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('ellipsoid', ellipsoid); //>>includeEnd('debug'); this._ellipsoid = ellipsoid; this._cameraPosition = new Cartographic.Cartesian3(); this._cameraPositionInScaledSpace = new Cartographic.Cartesian3(); this._distanceToLimbInScaledSpaceSquared = 0.0; // cameraPosition fills in the above values if (when.defined(cameraPosition)) { this.cameraPosition = cameraPosition; } } Object.defineProperties(EllipsoidalOccluder.prototype, { /** * Gets the occluding ellipsoid. * @memberof EllipsoidalOccluder.prototype * @type {Ellipsoid} */ ellipsoid : { get: function() { return this._ellipsoid; } }, /** * Gets or sets the position of the camera. * @memberof EllipsoidalOccluder.prototype * @type {Cartesian3} */ cameraPosition : { get : function() { return this._cameraPosition; }, set : function(cameraPosition) { // See https://cesium.com/blog/2013/04/25/Horizon-culling/ var ellipsoid = this._ellipsoid; var cv = ellipsoid.transformPositionToScaledSpace(cameraPosition, this._cameraPositionInScaledSpace); var vhMagnitudeSquared = Cartographic.Cartesian3.magnitudeSquared(cv) - 1.0; Cartographic.Cartesian3.clone(cameraPosition, this._cameraPosition); this._cameraPositionInScaledSpace = cv; this._distanceToLimbInScaledSpaceSquared = vhMagnitudeSquared; } } }); var scratchCartesian = new Cartographic.Cartesian3(); /** * Determines whether or not a point, the <code>occludee</code>, is hidden from view by the occluder. * * @param {Cartesian3} occludee The point to test for visibility. * @returns {Boolean} <code>true</code> if the occludee is visible; otherwise <code>false</code>. * * @example * var cameraPosition = new Cesium.Cartesian3(0, 0, 2.5); * var ellipsoid = new Cesium.Ellipsoid(1.0, 1.1, 0.9); * var occluder = new Cesium.EllipsoidalOccluder(ellipsoid, cameraPosition); * var point = new Cesium.Cartesian3(0, -3, -3); * occluder.isPointVisible(point); //returns true */ EllipsoidalOccluder.prototype.isPointVisible = function(occludee) { var ellipsoid = this._ellipsoid; var occludeeScaledSpacePosition = ellipsoid.transformPositionToScaledSpace(occludee, scratchCartesian); return isScaledSpacePointVisible(occludeeScaledSpacePosition, this._cameraPositionInScaledSpace, this._distanceToLimbInScaledSpaceSquared); }; /** * Determines whether or not a point expressed in the ellipsoid scaled space, is hidden from view by the * occluder. To transform a Cartesian X, Y, Z position in the coordinate system aligned with the ellipsoid * into the scaled space, call {@link Ellipsoid#transformPositionToScaledSpace}. * * @param {Cartesian3} occludeeScaledSpacePosition The point to test for visibility, represented in the scaled space. * @returns {Boolean} <code>true</code> if the occludee is visible; otherwise <code>false</code>. * * @example * var cameraPosition = new Cesium.Cartesian3(0, 0, 2.5); * var ellipsoid = new Cesium.Ellipsoid(1.0, 1.1, 0.9); * var occluder = new Cesium.EllipsoidalOccluder(ellipsoid, cameraPosition); * var point = new Cesium.Cartesian3(0, -3, -3); * var scaledSpacePoint = ellipsoid.transformPositionToScaledSpace(point); * occluder.isScaledSpacePointVisible(scaledSpacePoint); //returns true */ EllipsoidalOccluder.prototype.isScaledSpacePointVisible = function(occludeeScaledSpacePosition) { return isScaledSpacePointVisible(occludeeScaledSpacePosition, this._cameraPositionInScaledSpace, this._distanceToLimbInScaledSpaceSquared); }; var scratchCameraPositionInScaledSpaceShrunk = new Cartographic.Cartesian3(); /** * Similar to {@link EllipsoidalOccluder#isScaledSpacePointVisible} except tests against an * ellipsoid that has been shrunk by the minimum height when the minimum height is below * the ellipsoid. This is intended to be used with points generated by * {@link EllipsoidalOccluder#computeHorizonCullingPointPossiblyUnderEllipsoid} or * {@link EllipsoidalOccluder#computeHorizonCullingPointFromVerticesPossiblyUnderEllipsoid}. * * @param {Cartesian3} occludeeScaledSpacePosition The point to test for visibility, represented in the scaled space of the possibly-shrunk ellipsoid. * @returns {Boolean} <code>true</code> if the occludee is visible; otherwise <code>false</code>. */ EllipsoidalOccluder.prototype.isScaledSpacePointVisiblePossiblyUnderEllipsoid = function(occludeeScaledSpacePosition, minimumHeight) { var ellipsoid = this._ellipsoid; var vhMagnitudeSquared; var cv; if (when.defined(minimumHeight) && minimumHeight < 0.0 && ellipsoid.minimumRadius > -minimumHeight) { // This code is similar to the cameraPosition setter, but unrolled for performance because it will be called a lot. cv = scratchCameraPositionInScaledSpaceShrunk; cv.x = this._cameraPosition.x / (ellipsoid.radii.x + minimumHeight); cv.y = this._cameraPosition.y / (ellipsoid.radii.y + minimumHeight); cv.z = this._cameraPosition.z / (ellipsoid.radii.z + minimumHeight); vhMagnitudeSquared = cv.x * cv.x + cv.y * cv.y + cv.z * cv.z - 1.0; } else { cv = this._cameraPositionInScaledSpace; vhMagnitudeSquared = this._distanceToLimbInScaledSpaceSquared; } return isScaledSpacePointVisible(occludeeScaledSpacePosition, cv, vhMagnitudeSquared); }; /** * Computes a point that can be used for horizon culling from a list of positions. If the point is below * the horizon, all of the positions are guaranteed to be below the horizon as well. The returned point * is expressed in the ellipsoid-scaled space and is suitable for use with * {@link EllipsoidalOccluder#isScaledSpacePointVisible}. * * @param {Cartesian3} directionToPoint The direction that the computed point will lie along. * A reasonable direction to use is the direction from the center of the ellipsoid to * the center of the bounding sphere computed from the positions. The direction need not * be normalized. * @param {Cartesian3[]} positions The positions from which to compute the horizon culling point. The positions * must be expressed in a reference frame centered at the ellipsoid and aligned with the * ellipsoid's axes. * @param {Cartesian3} [result] The instance on which to store the result instead of allocating a new instance. * @returns {Cartesian3} The computed horizon culling point, expressed in the ellipsoid-scaled space. */ EllipsoidalOccluder.prototype.computeHorizonCullingPoint = function(directionToPoint, positions, result) { return computeHorizonCullingPointFromPositions(this._ellipsoid, directionToPoint, positions, result); }; var scratchEllipsoidShrunk = Cartesian2.Ellipsoid.clone(Cartesian2.Ellipsoid.UNIT_SPHERE); /** * Similar to {@link EllipsoidalOccluder#computeHorizonCullingPoint} except computes the culling * point relative to an ellipsoid that has been shrunk by the minimum height when the minimum height is below * the ellipsoid. The returned point is expressed in the possibly-shrunk ellipsoid-scaled space and is suitable * for use with {@link EllipsoidalOccluder#isScaledSpacePointVisiblePossiblyUnderEllipsoid}. * * @param {Cartesian3} directionToPoint The direction that the computed point will lie along. * A reasonable direction to use is the direction from the center of the ellipsoid to * the center of the bounding sphere computed from the positions. The direction need not * be normalized. * @param {Cartesian3[]} positions The positions from which to compute the horizon culling point. The positions * must be expressed in a reference frame centered at the ellipsoid and aligned with the * ellipsoid's axes. * @param {Number} [minimumHeight] The minimum height of all positions. If this value is undefined, all positions are assumed to be above the ellipsoid. * @param {Cartesian3} [result] The instance on which to store the result instead of allocating a new instance. * @returns {Cartesian3} The computed horizon culling point, expressed in the possibly-shrunk ellipsoid-scaled space. */ EllipsoidalOccluder.prototype.computeHorizonCullingPointPossiblyUnderEllipsoid = function(directionToPoint, positions, minimumHeight, result) { var possiblyShrunkEllipsoid = getPossiblyShrunkEllipsoid(this._ellipsoid, minimumHeight, scratchEllipsoidShrunk); return computeHorizonCullingPointFromPositions(possiblyShrunkEllipsoid, directionToPoint, positions, result); }; /** * Computes a point that can be used for horizon culling from a list of positions. If the point is below * the horizon, all of the positions are guaranteed to be below the horizon as well. The returned point * is expressed in the ellipsoid-scaled space and is suitable for use with * {@link EllipsoidalOccluder#isScaledSpacePointVisible}. * * @param {Cartesian3} directionToPoint The direction that the computed point will lie along. * A reasonable direction to use is the direction from the center of the ellipsoid to * the center of the bounding sphere computed from the positions. The direction need not * be normalized. * @param {Number[]} vertices The vertices from which to compute the horizon culling point. The positions * must be expressed in a reference frame centered at the ellipsoid and aligned with the * ellipsoid's axes. * @param {Number} [stride=3] * @param {Cartesian3} [center=Cartesian3.ZERO] * @param {Cartesian3} [result] The instance on which to store the result instead of allocating a new instance. * @returns {Cartesian3} The computed horizon culling point, expressed in the ellipsoid-scaled space. */ EllipsoidalOccluder.prototype.computeHorizonCullingPointFromVertices = function(directionToPoint, vertices, stride, center, result) { return computeHorizonCullingPointFromVertices(this._ellipsoid, directionToPoint, vertices, stride, center, result); }; /** * Similar to {@link EllipsoidalOccluder#computeHorizonCullingPointFromVertices} except computes the culling * point relative to an ellipsoid that has been shrunk by the minimum height when the minimum height is below * the ellipsoid. The returned point is expressed in the possibly-shrunk ellipsoid-scaled space and is suitable * for use with {@link EllipsoidalOccluder#isScaledSpacePointVisiblePossiblyUnderEllipsoid}. * * @param {Cartesian3} directionToPoint The direction that the computed point will lie along. * A reasonable direction to use is the direction from the center of the ellipsoid to * the center of the bounding sphere computed from the positions. The direction need not * be normalized. * @param {Number[]} vertices The vertices from which to compute the horizon culling point. The positions * must be expressed in a reference frame centered at the ellipsoid and aligned with the * ellipsoid's axes. * @param {Number} [stride=3] * @param {Cartesian3} [center=Cartesian3.ZERO] * @param {Number} [minimumHeight] The minimum height of all vertices. If this value is undefined, all vertices are assumed to be above the ellipsoid. * @param {Cartesian3} [result] The instance on which to store the result instead of allocating a new instance. * @returns {Cartesian3} The computed horizon culling point, expressed in the possibly-shrunk ellipsoid-scaled space. */ EllipsoidalOccluder.prototype.computeHorizonCullingPointFromVerticesPossiblyUnderEllipsoid = function(directionToPoint, vertices, stride, center, minimumHeight, result) { var possiblyShrunkEllipsoid = getPossiblyShrunkEllipsoid(this._ellipsoid, minimumHeight, scratchEllipsoidShrunk); return computeHorizonCullingPointFromVertices(possiblyShrunkEllipsoid, directionToPoint, vertices, stride, center, result); }; var subsampleScratch = []; /** * Computes a point that can be used for horizon culling of a rectangle. If the point is below * the horizon, the ellipsoid-conforming rectangle is guaranteed to be below the horizon as well. * The returned point is expressed in the ellipsoid-scaled space and is suitable for use with * {@link EllipsoidalOccluder#isScaledSpacePointVisible}. * * @param {Rectangle} rectangle The rectangle for which to compute the horizon culling point. * @param {Ellipsoid} ellipsoid The ellipsoid on which the rectangle is defined. This may be different from * the ellipsoid used by this instance for occlusion testing. * @param {Cartesian3} [result] The instance on which to store the result instead of allocating a new instance. * @returns {Cartesian3} The computed horizon culling point, expressed in the ellipsoid-scaled space. */ EllipsoidalOccluder.prototype.computeHorizonCullingPointFromRectangle = function(rectangle, ellipsoid, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('rectangle', rectangle); //>>includeEnd('debug'); var positions = Cartesian2.Rectangle.subsample(rectangle, ellipsoid, 0.0, subsampleScratch); var bs = BoundingSphere.BoundingSphere.fromPoints(positions); // If the bounding sphere center is too close to the center of the occluder, it doesn't make // sense to try to horizon cull it. if (Cartographic.Cartesian3.magnitude(bs.center) < 0.1 * ellipsoid.minimumRadius) { return undefined; } return this.computeHorizonCullingPoint(bs.center, positions, result); }; var scratchEllipsoidShrunkRadii = new Cartographic.Cartesian3(); function getPossiblyShrunkEllipsoid(ellipsoid, minimumHeight, result) { if (when.defined(minimumHeight) && minimumHeight < 0.0 && ellipsoid.minimumRadius > -minimumHeight) { var ellipsoidShrunkRadii = Cartographic.Cartesian3.fromElements( ellipsoid.radii.x + minimumHeight, ellipsoid.radii.y + minimumHeight, ellipsoid.radii.z + minimumHeight, scratchEllipsoidShrunkRadii ); ellipsoid = Cartesian2.Ellipsoid.fromCartesian3(ellipsoidShrunkRadii, result); } return ellipsoid; } function computeHorizonCullingPointFromPositions(ellipsoid, directionToPoint, positions, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('directionToPoint', directionToPoint); Check.Check.defined('positions', positions); //>>includeEnd('debug'); if (!when.defined(result)) { result = new Cartographic.Cartesian3(); } var scaledSpaceDirectionToPoint = computeScaledSpaceDirectionToPoint(ellipsoid, directionToPoint); var resultMagnitude = 0.0; for (var i = 0, len = positions.length; i < len; ++i) { var position = positions[i]; var candidateMagnitude = computeMagnitude(ellipsoid, position, scaledSpaceDirectionToPoint); if (candidateMagnitude < 0.0) { // all points should face the same direction, but this one doesn't, so return undefined return undefined; } resultMagnitude = Math.max(resultMagnitude, candidateMagnitude); } return magnitudeToPoint(scaledSpaceDirectionToPoint, resultMagnitude, result); } var positionScratch = new Cartographic.Cartesian3(); function computeHorizonCullingPointFromVertices(ellipsoid, directionToPoint, vertices, stride, center, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('directionToPoint', directionToPoint); Check.Check.defined('vertices', vertices); Check.Check.typeOf.number('stride', stride); //>>includeEnd('debug'); if (!when.defined(result)) { result = new Cartographic.Cartesian3(); } stride = when.defaultValue(stride, 3); center = when.defaultValue(center, Cartographic.Cartesian3.ZERO); var scaledSpaceDirectionToPoint = computeScaledSpaceDirectionToPoint(ellipsoid, directionToPoint); var resultMagnitude = 0.0; for (var i = 0, len = vertices.length; i < len; i += stride) { positionScratch.x = vertices[i] + center.x; positionScratch.y = vertices[i + 1] + center.y; positionScratch.z = vertices[i + 2] + center.z; var candidateMagnitude = computeMagnitude(ellipsoid, positionScratch, scaledSpaceDirectionToPoint); if (candidateMagnitude < 0.0) { // all points should face the same direction, but this one doesn't, so return undefined return undefined; } resultMagnitude = Math.max(resultMagnitude, candidateMagnitude); } return magnitudeToPoint(scaledSpaceDirectionToPoint, resultMagnitude, result); } function isScaledSpacePointVisible(occludeeScaledSpacePosition, cameraPositionInScaledSpace, distanceToLimbInScaledSpaceSquared) { // See https://cesium.com/blog/2013/04/25/Horizon-culling/ var cv = cameraPositionInScaledSpace; var vhMagnitudeSquared = distanceToLimbInScaledSpaceSquared; var vt = Cartographic.Cartesian3.subtract(occludeeScaledSpacePosition, cv, scratchCartesian); var vtDotVc = -Cartographic.Cartesian3.dot(vt, cv); // If vhMagnitudeSquared < 0 then we are below the surface of the ellipsoid and // in this case, set the culling plane to be on V. var isOccluded = vhMagnitudeSquared < 0 ? vtDotVc > 0 : (vtDotVc > vhMagnitudeSquared && vtDotVc * vtDotVc / Cartographic.Cartesian3.magnitudeSquared(vt) > vhMagnitudeSquared); return !isOccluded; } var scaledSpaceScratch = new Cartographic.Cartesian3(); var directionScratch = new Cartographic.Cartesian3(); function computeMagnitude(ellipsoid, position, scaledSpaceDirectionToPoint) { var scaledSpacePosition = ellipsoid.transformPositionToScaledSpace(position, scaledSpaceScratch); var magnitudeSquared = Cartographic.Cartesian3.magnitudeSquared(scaledSpacePosition); var magnitude = Math.sqrt(magnitudeSquared); var direction = Cartographic.Cartesian3.divideByScalar(scaledSpacePosition, magnitude, directionScratch); // For the purpose of this computation, points below the ellipsoid are consider to be on it instead. magnitudeSquared = Math.max(1.0, magnitudeSquared); magnitude = Math.max(1.0, magnitude); var cosAlpha = Cartographic.Cartesian3.dot(direction, scaledSpaceDirectionToPoint); var sinAlpha = Cartographic.Cartesian3.magnitude(Cartographic.Cartesian3.cross(direction, scaledSpaceDirectionToPoint, direction)); var cosBeta = 1.0 / magnitude; var sinBeta = Math.sqrt(magnitudeSquared - 1.0) * cosBeta; return 1.0 / (cosAlpha * cosBeta - sinAlpha * sinBeta); } function magnitudeToPoint(scaledSpaceDirectionToPoint, resultMagnitude, result) { // The horizon culling point is undefined if there were no positions from which to compute it, // the directionToPoint is pointing opposite all of the positions, or if we computed NaN or infinity. if (resultMagnitude <= 0.0 || resultMagnitude === 1.0 / 0.0 || resultMagnitude !== resultMagnitude) { return undefined; } return Cartographic.Cartesian3.multiplyByScalar(scaledSpaceDirectionToPoint, resultMagnitude, result); } var directionToPointScratch = new Cartographic.Cartesian3(); function computeScaledSpaceDirectionToPoint(ellipsoid, directionToPoint) { if (Cartographic.Cartesian3.equals(directionToPoint, Cartographic.Cartesian3.ZERO)) { return directionToPoint; } ellipsoid.transformPositionToScaledSpace(directionToPoint, directionToPointScratch); return Cartographic.Cartesian3.normalize(directionToPointScratch, directionToPointScratch); } /** * This enumerated type is used to determine how the vertices of the terrain mesh are compressed. * * @exports TerrainQuantization * * @private */ var TerrainQuantization = { /** * The vertices are not compressed. * * @type {Number} * @constant */ NONE : 0, /** * The vertices are compressed to 12 bits. * * @type {Number} * @constant */ BITS12 : 1 }; var TerrainQuantization$1 = Object.freeze(TerrainQuantization); var cartesian3Scratch = new Cartographic.Cartesian3(); var cartesian3DimScratch = new Cartographic.Cartesian3(); var cartesian2Scratch = new Cartesian2.Cartesian2(); var matrix4Scratch = new BoundingSphere.Matrix4(); var matrix4Scratch2 = new BoundingSphere.Matrix4(); var SHIFT_LEFT_12 = Math.pow(2.0, 12.0); /** * Data used to quantize and pack the terrain mesh. The position can be unpacked for picking and all attributes * are unpacked in the vertex shader. * * @alias TerrainEncoding * @constructor * * @param {AxisAlignedBoundingBox} axisAlignedBoundingBox The bounds of the tile in the east-north-up coordinates at the tiles center. * @param {Number} minimumHeight The minimum height. * @param {Number} maximumHeight The maximum height. * @param {Matrix4} fromENU The east-north-up to fixed frame matrix at the center of the terrain mesh. * @param {Boolean} hasVertexNormals If the mesh has vertex normals. * @param {Boolean} [hasWebMercatorT=false] true if the terrain data includes a Web Mercator texture coordinate; otherwise, false. * * @private */ function TerrainEncoding(axisAlignedBoundingBox, minimumHeight, maximumHeight, fromENU, hasVertexNormals, hasWebMercatorT) { var quantization = TerrainQuantization$1.NONE; var center; var toENU; var matrix; if (when.defined(axisAlignedBoundingBox) && when.defined(minimumHeight) && when.defined(maximumHeight) && when.defined(fromENU)) { var minimum = axisAlignedBoundingBox.minimum; var maximum = axisAlignedBoundingBox.maximum; var dimensions = Cartographic.Cartesian3.subtract(maximum, minimum, cartesian3DimScratch); var hDim = maximumHeight - minimumHeight; var maxDim = Math.max(Cartographic.Cartesian3.maximumComponent(dimensions), hDim); if (maxDim < SHIFT_LEFT_12 - 1.0) { quantization = TerrainQuantization$1.BITS12; } else { quantization = TerrainQuantization$1.NONE; } quantization = TerrainQuantization$1.NONE;//防止精度损失,出现地形模型匹配不上,默认不压缩 center = axisAlignedBoundingBox.center; toENU = BoundingSphere.Matrix4.inverseTransformation(fromENU, new BoundingSphere.Matrix4()); var translation = Cartographic.Cartesian3.negate(minimum, cartesian3Scratch); BoundingSphere.Matrix4.multiply(BoundingSphere.Matrix4.fromTranslation(translation, matrix4Scratch), toENU, toENU); var scale = cartesian3Scratch; scale.x = 1.0 / dimensions.x; scale.y = 1.0 / dimensions.y; scale.z = 1.0 / dimensions.z; BoundingSphere.Matrix4.multiply(BoundingSphere.Matrix4.fromScale(scale, matrix4Scratch), toENU, toENU); matrix = BoundingSphere.Matrix4.clone(fromENU); BoundingSphere.Matrix4.setTranslation(matrix, Cartographic.Cartesian3.ZERO, matrix); fromENU = BoundingSphere.Matrix4.clone(fromENU, new BoundingSphere.Matrix4()); var translationMatrix = BoundingSphere.Matrix4.fromTranslation(minimum, matrix4Scratch); var scaleMatrix = BoundingSphere.Matrix4.fromScale(dimensions, matrix4Scratch2); var st = BoundingSphere.Matrix4.multiply(translationMatrix, scaleMatrix,matrix4Scratch); BoundingSphere.Matrix4.multiply(fromENU, st, fromENU); BoundingSphere.Matrix4.multiply(matrix, st, matrix); } /** * How the vertices of the mesh were compressed. * @type {TerrainQuantization} */ this.quantization = quantization; /** * The minimum height of the tile including the skirts. * @type {Number} */ this.minimumHeight = minimumHeight; /** * The maximum height of the tile. * @type {Number} */ this.maximumHeight = maximumHeight; /** * The center of the tile. * @type {Cartesian3} */ this.center = center; /** * A matrix that takes a vertex from the tile, transforms it to east-north-up at the center and scales * it so each component is in the [0, 1] range. * @type {Matrix4} */ this.toScaledENU = toENU; /** * A matrix that restores a vertex transformed with toScaledENU back to the earth fixed reference frame * @type {Matrix4} */ this.fromScaledENU = fromENU; /** * The matrix used to decompress the terrain vertices in the shader for RTE rendering. * @type {Matrix4} */ this.matrix = matrix; /** * The terrain mesh contains normals. * @type {Boolean} */ this.hasVertexNormals = hasVertexNormals; /** * The terrain mesh contains a vertical texture coordinate following the Web Mercator projection. * @type {Boolean} */ this.hasWebMercatorT = when.defaultValue(hasWebMercatorT, false); } TerrainEncoding.prototype.encode = function(vertexBuffer, bufferIndex, position, uv, height, normalToPack, webMercatorT) { var u = uv.x; var v = uv.y; if (this.quantization === TerrainQuantization$1.BITS12) { position = BoundingSphere.Matrix4.multiplyByPoint(this.toScaledENU, position, cartesian3Scratch); position.x = _Math.CesiumMath.clamp(position.x, 0.0, 1.0); position.y = _Math.CesiumMath.clamp(position.y, 0.0, 1.0); position.z = _Math.CesiumMath.clamp(position.z, 0.0, 1.0); var hDim = this.maximumHeight - this.minimumHeight; var h = _Math.CesiumMath.clamp((height - this.minimumHeight) / hDim, 0.0, 1.0); Cartesian2.Cartesian2.fromElements(position.x, position.y, cartesian2Scratch); var compressed0 = AttributeCompression.AttributeCompression.compressTextureCoordinates(cartesian2Scratch); Cartesian2.Cartesian2.fromElements(position.z, h, cartesian2Scratch); var compressed1 = AttributeCompression.AttributeCompression.compressTextureCoordinates(cartesian2Scratch); Cartesian2.Cartesian2.fromElements(u, v, cartesian2Scratch); var compressed2 = AttributeCompression.AttributeCompression.compressTextureCoordinates(cartesian2Scratch); vertexBuffer[bufferIndex++] = compressed0; vertexBuffer[bufferIndex++] = compressed1; vertexBuffer[bufferIndex++] = compressed2; if (this.hasWebMercatorT) { Cartesian2.Cartesian2.fromElements(webMercatorT, 0.0, cartesian2Scratch); var compressed3 = AttributeCompression.AttributeCompression.compressTextureCoordinates(cartesian2Scratch); vertexBuffer[bufferIndex++] = compressed3; } } else { Cartographic.Cartesian3.subtract(position, this.center, cartesian3Scratch); vertexBuffer[bufferIndex++] = cartesian3Scratch.x; vertexBuffer[bufferIndex++] = cartesian3Scratch.y; vertexBuffer[bufferIndex++] = cartesian3Scratch.z; vertexBuffer[bufferIndex++] = height; vertexBuffer[bufferIndex++] = u; vertexBuffer[bufferIndex++] = v; if (this.hasWebMercatorT) { vertexBuffer[bufferIndex++] = webMercatorT; } } if (this.hasVertexNormals) { vertexBuffer[bufferIndex++] = AttributeCompression.AttributeCompression.octPackFloat(normalToPack); } return bufferIndex; }; TerrainEncoding.prototype.decodePosition = function(buffer, index, result) { if (!when.defined(result)) { result = new Cartographic.Cartesian3(); } index *= this.getStride(); if (this.quantization === TerrainQuantization$1.BITS12) { var xy = AttributeCompression.AttributeCompression.decompressTextureCoordinates(buffer[index], cartesian2Scratch); result.x = xy.x; result.y = xy.y; var zh = AttributeCompression.AttributeCompression.decompressTextureCoordinates(buffer[index + 1], cartesian2Scratch); result.z = zh.x; return BoundingSphere.Matrix4.multiplyByPoint(this.fromScaledENU, result, result); } result.x = buffer[index]; result.y = buffer[index + 1]; result.z = buffer[index + 2]; return Cartographic.Cartesian3.add(result, this.center, result); }; TerrainEncoding.prototype.decodeTextureCoordinates = function(buffer, index, result) { if (!when.defined(result)) { result = new Cartesian2.Cartesian2(); } index *= this.getStride(); if (this.quantization === TerrainQuantization$1.BITS12) { return AttributeCompression.AttributeCompression.decompressTextureCoordinates(buffer[index + 2], result); } return Cartesian2.Cartesian2.fromElements(buffer[index + 4], buffer[index + 5], result); }; TerrainEncoding.prototype.decodeHeight = function(buffer, index) { index *= this.getStride(); if (this.quantization === TerrainQuantization$1.BITS12) { var zh = AttributeCompression.AttributeCompression.decompressTextureCoordinates(buffer[index + 1], cartesian2Scratch); return zh.y * (this.maximumHeight - this.minimumHeight) + this.minimumHeight; } return buffer[index + 3]; }; TerrainEncoding.prototype.decodeWebMercatorT = function(buffer, index) { index *= this.getStride(); if (this.quantization === TerrainQuantization$1.BITS12) { return AttributeCompression.AttributeCompression.decompressTextureCoordinates(buffer[index + 3], cartesian2Scratch).x; } return buffer[index + 6]; }; TerrainEncoding.prototype.getOctEncodedNormal = function(buffer, index, result) { var stride = this.getStride(); index = (index + 1) * stride - 1; var temp = buffer[index] / 256.0; var x = Math.floor(temp); var y = (temp - x) * 256.0; return Cartesian2.Cartesian2.fromElements(x, y, result); }; TerrainEncoding.prototype.getStride = function() { var vertexStride; switch (this.quantization) { case TerrainQuantization$1.BITS12: vertexStride = 3; break; default: vertexStride = 6; } if (this.hasWebMercatorT) { ++vertexStride; } if (this.hasVertexNormals) { ++vertexStride; } return vertexStride; }; var attributesNone = { position3DAndHeight : 0, textureCoordAndEncodedNormals : 1 }; var attributes = { compressed0 : 0, compressed1 : 1 }; TerrainEncoding.prototype.getAttributes = function(buffer) { var datatype = ComponentDatatype.ComponentDatatype.FLOAT; var sizeInBytes = ComponentDatatype.ComponentDatatype.getSizeInBytes(datatype); var stride; if (this.quantization === TerrainQuantization$1.NONE) { var position3DAndHeightLength = 4; var numTexCoordComponents = 2; if (this.hasWebMercatorT) { ++numTexCoordComponents; } if (this.hasVertexNormals) { ++numTexCoordComponents; } stride = (position3DAndHeightLength + numTexCoordComponents) * sizeInBytes; return [{ index : attributesNone.position3DAndHeight, vertexBuffer : buffer, componentDatatype : datatype, componentsPerAttribute : position3DAndHeightLength, offsetInBytes : 0, strideInBytes : stride }, { index : attributesNone.textureCoordAndEncodedNormals, vertexBuffer : buffer, componentDatatype : datatype, componentsPerAttribute : numTexCoordComponents, offsetInBytes : position3DAndHeightLength * sizeInBytes, strideInBytes : stride }]; } var numCompressed0 = 3; var numCompressed1 = 0; if (this.hasWebMercatorT || this.hasVertexNormals) { ++numCompressed0; } if (this.hasWebMercatorT && this.hasVertexNormals) { ++numCompressed1; stride = (numCompressed0 + numCompressed1) * sizeInBytes; return [{ index : attributes.compressed0, vertexBuffer : buffer, componentDatatype : datatype, componentsPerAttribute : numCompressed0, offsetInBytes : 0, strideInBytes : stride }, { index : attributes.compressed1, vertexBuffer : buffer, componentDatatype : datatype, componentsPerAttribute : numCompressed1, offsetInBytes : numCompressed0 * sizeInBytes, strideInBytes : stride }]; } return [{ index : attributes.compressed0, vertexBuffer : buffer, componentDatatype : datatype, componentsPerAttribute : numCompressed0 }]; }; TerrainEncoding.prototype.getAttributeLocations = function() { if (this.quantization === TerrainQuantization$1.NONE) { return attributesNone; } return attributes; }; TerrainEncoding.clone = function(encoding, result) { if (!when.defined(result)) { result = new TerrainEncoding(); } result.quantization = encoding.quantization; result.minimumHeight = encoding.minimumHeight; result.maximumHeight = encoding.maximumHeight; result.center = Cartographic.Cartesian3.clone(encoding.center); result.toScaledENU = BoundingSphere.Matrix4.clone(encoding.toScaledENU); result.fromScaledENU = BoundingSphere.Matrix4.clone(encoding.fromScaledENU); result.matrix = BoundingSphere.Matrix4.clone(encoding.matrix); result.hasVertexNormals = encoding.hasVertexNormals; result.hasWebMercatorT = encoding.hasWebMercatorT; return result; }; exports.EllipsoidalOccluder = EllipsoidalOccluder; exports.TerrainEncoding = TerrainEncoding; });