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XinYang_SanWei+RongYun / public / static / Cesium / Workers / upsampleQuantizedTerrainMesh.js
@raoxianxuan raoxianxuan on 21 Dec 2021 36 KB gis
/**
 * 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(['./when-8d13db60', './Check-70bec281', './Math-61ede240', './Cartographic-f2a06374', './Cartesian2-16a61632', './BoundingSphere-d018a565', './Cartesian4-5af5bb24', './RuntimeError-ba10bc3e', './WebGLConstants-4c11ee5f', './ComponentDatatype-5862616f', './FeatureDetection-7bd32c34', './Transforms-cd52cbaf', './buildModuleUrl-e7952659', './AttributeCompression-c177f997', './IndexDatatype-9435b55f', './IntersectionTests-813bb943', './Plane-aa6c3ce5', './createTaskProcessorWorker', './EllipsoidTangentPlane-33ed15f1', './OrientedBoundingBox-772746db', './TerrainEncoding-c0ddbff8'], function (when, Check, _Math, Cartographic, Cartesian2, BoundingSphere, Cartesian4, RuntimeError, WebGLConstants, ComponentDatatype, FeatureDetection, Transforms, buildModuleUrl, AttributeCompression, IndexDatatype, IntersectionTests, Plane, createTaskProcessorWorker, EllipsoidTangentPlane, OrientedBoundingBox, TerrainEncoding) { 'use strict';

    /**
         * Contains functions for operating on 2D triangles.
         *
         * @exports Intersections2D
         */
        var Intersections2D = {};

        /**
         * Splits a 2D triangle at given axis-aligned threshold value and returns the resulting
         * polygon on a given side of the threshold.  The resulting polygon may have 0, 1, 2,
         * 3, or 4 vertices.
         *
         * @param {Number} threshold The threshold coordinate value at which to clip the triangle.
         * @param {Boolean} keepAbove true to keep the portion of the triangle above the threshold, or false
         *                            to keep the portion below.
         * @param {Number} u0 The coordinate of the first vertex in the triangle, in counter-clockwise order.
         * @param {Number} u1 The coordinate of the second vertex in the triangle, in counter-clockwise order.
         * @param {Number} u2 The coordinate of the third vertex in the triangle, in counter-clockwise order.
         * @param {Number[]} [result] The array into which to copy the result.  If this parameter is not supplied,
         *                            a new array is constructed and returned.
         * @returns {Number[]} The polygon that results after the clip, specified as a list of
         *                     vertices.  The vertices are specified in counter-clockwise order.
         *                     Each vertex is either an index from the existing list (identified as
         *                     a 0, 1, or 2) or -1 indicating a new vertex not in the original triangle.
         *                     For new vertices, the -1 is followed by three additional numbers: the
         *                     index of each of the two original vertices forming the line segment that
         *                     the new vertex lies on, and the fraction of the distance from the first
         *                     vertex to the second one.
         *
         * @example
         * var result = Cesium.Intersections2D.clipTriangleAtAxisAlignedThreshold(0.5, false, 0.2, 0.6, 0.4);
         * // result === [2, 0, -1, 1, 0, 0.25, -1, 1, 2, 0.5]
         */
        Intersections2D.clipTriangleAtAxisAlignedThreshold = function(threshold, keepAbove, u0, u1, u2, result) {
            //>>includeStart('debug', pragmas.debug);
            if (!when.defined(threshold)) {
                throw new Check.DeveloperError('threshold is required.');
            }
            if (!when.defined(keepAbove)) {
                throw new Check.DeveloperError('keepAbove is required.');
            }
            if (!when.defined(u0)) {
                throw new Check.DeveloperError('u0 is required.');
            }
            if (!when.defined(u1)) {
                throw new Check.DeveloperError('u1 is required.');
            }
            if (!when.defined(u2)) {
                throw new Check.DeveloperError('u2 is required.');
            }
            //>>includeEnd('debug');

            if (!when.defined(result)) {
                result = [];
            } else {
                result.length = 0;
            }

            var u0Behind;
            var u1Behind;
            var u2Behind;
            if (keepAbove) {
                u0Behind = u0 < threshold;
                u1Behind = u1 < threshold;
                u2Behind = u2 < threshold;
            } else {
                u0Behind = u0 > threshold;
                u1Behind = u1 > threshold;
                u2Behind = u2 > threshold;
            }

            var numBehind = u0Behind + u1Behind + u2Behind;

            var u01Ratio;
            var u02Ratio;
            var u12Ratio;
            var u10Ratio;
            var u20Ratio;
            var u21Ratio;

            if (numBehind === 1) {
                if (u0Behind) {
                    u01Ratio = (threshold - u0) / (u1 - u0);
                    u02Ratio = (threshold - u0) / (u2 - u0);

                    result.push(1);

                    result.push(2);

                    if (u02Ratio !== 1.0) {
                        result.push(-1);
                        result.push(0);
                        result.push(2);
                        result.push(u02Ratio);
                    }

                    if (u01Ratio !== 1.0) {
                        result.push(-1);
                        result.push(0);
                        result.push(1);
                        result.push(u01Ratio);
                    }
                } else if (u1Behind) {
                    u12Ratio = (threshold - u1) / (u2 - u1);
                    u10Ratio = (threshold - u1) / (u0 - u1);

                    result.push(2);

                    result.push(0);

                    if (u10Ratio !== 1.0) {
                        result.push(-1);
                        result.push(1);
                        result.push(0);
                        result.push(u10Ratio);
                    }

                    if (u12Ratio !== 1.0) {
                        result.push(-1);
                        result.push(1);
                        result.push(2);
                        result.push(u12Ratio);
                    }
                } else if (u2Behind) {
                    u20Ratio = (threshold - u2) / (u0 - u2);
                    u21Ratio = (threshold - u2) / (u1 - u2);

                    result.push(0);

                    result.push(1);

                    if (u21Ratio !== 1.0) {
                        result.push(-1);
                        result.push(2);
                        result.push(1);
                        result.push(u21Ratio);
                    }

                    if (u20Ratio !== 1.0) {
                        result.push(-1);
                        result.push(2);
                        result.push(0);
                        result.push(u20Ratio);
                    }
                }
            } else if (numBehind === 2) {
                if (!u0Behind && u0 !== threshold) {
                    u10Ratio = (threshold - u1) / (u0 - u1);
                    u20Ratio = (threshold - u2) / (u0 - u2);

                    result.push(0);

                    result.push(-1);
                    result.push(1);
                    result.push(0);
                    result.push(u10Ratio);

                    result.push(-1);
                    result.push(2);
                    result.push(0);
                    result.push(u20Ratio);
                } else if (!u1Behind && u1 !== threshold) {
                    u21Ratio = (threshold - u2) / (u1 - u2);
                    u01Ratio = (threshold - u0) / (u1 - u0);

                    result.push(1);

                    result.push(-1);
                    result.push(2);
                    result.push(1);
                    result.push(u21Ratio);

                    result.push(-1);
                    result.push(0);
                    result.push(1);
                    result.push(u01Ratio);
                } else if (!u2Behind && u2 !== threshold) {
                    u02Ratio = (threshold - u0) / (u2 - u0);
                    u12Ratio = (threshold - u1) / (u2 - u1);

                    result.push(2);

                    result.push(-1);
                    result.push(0);
                    result.push(2);
                    result.push(u02Ratio);

                    result.push(-1);
                    result.push(1);
                    result.push(2);
                    result.push(u12Ratio);
                }
            } else if (numBehind !== 3) {
                // Completely in front of threshold
                result.push(0);
                result.push(1);
                result.push(2);
            }
            // else Completely behind threshold

            return result;
        };

        /**
         * Compute the barycentric coordinates of a 2D position within a 2D triangle.
         *
         * @param {Number} x The x coordinate of the position for which to find the barycentric coordinates.
         * @param {Number} y The y coordinate of the position for which to find the barycentric coordinates.
         * @param {Number} x1 The x coordinate of the triangle's first vertex.
         * @param {Number} y1 The y coordinate of the triangle's first vertex.
         * @param {Number} x2 The x coordinate of the triangle's second vertex.
         * @param {Number} y2 The y coordinate of the triangle's second vertex.
         * @param {Number} x3 The x coordinate of the triangle's third vertex.
         * @param {Number} y3 The y coordinate of the triangle's third vertex.
         * @param {Cartesian3} [result] The instance into to which to copy the result.  If this parameter
         *                     is undefined, a new instance is created and returned.
         * @returns {Cartesian3} The barycentric coordinates of the position within the triangle.
         *
         * @example
         * var result = Cesium.Intersections2D.computeBarycentricCoordinates(0.0, 0.0, 0.0, 1.0, -1, -0.5, 1, -0.5);
         * // result === new Cesium.Cartesian3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0);
         */
        Intersections2D.computeBarycentricCoordinates = function(x, y, x1, y1, x2, y2, x3, y3, result) {
            //>>includeStart('debug', pragmas.debug);
            if (!when.defined(x)) {
                throw new Check.DeveloperError('x is required.');
            }
            if (!when.defined(y)) {
                throw new Check.DeveloperError('y is required.');
            }
            if (!when.defined(x1)) {
                throw new Check.DeveloperError('x1 is required.');
            }
            if (!when.defined(y1)) {
                throw new Check.DeveloperError('y1 is required.');
            }
            if (!when.defined(x2)) {
                throw new Check.DeveloperError('x2 is required.');
            }
            if (!when.defined(y2)) {
                throw new Check.DeveloperError('y2 is required.');
            }
            if (!when.defined(x3)) {
                throw new Check.DeveloperError('x3 is required.');
            }
            if (!when.defined(y3)) {
                throw new Check.DeveloperError('y3 is required.');
            }
            //>>includeEnd('debug');

            var x1mx3 = x1 - x3;
            var x3mx2 = x3 - x2;
            var y2my3 = y2 - y3;
            var y1my3 = y1 - y3;
            var inverseDeterminant = 1.0 / (y2my3 * x1mx3 + x3mx2 * y1my3);
            var ymy3 = y - y3;
            var xmx3 = x - x3;
            var l1 = (y2my3 * xmx3 + x3mx2 * ymy3) * inverseDeterminant;
            var l2 = (-y1my3 * xmx3 + x1mx3 * ymy3) * inverseDeterminant;
            var l3 = 1.0 - l1 - l2;

            if (when.defined(result)) {
                result.x = l1;
                result.y = l2;
                result.z = l3;
                return result;
            }
            return new Cartographic.Cartesian3(l1, l2, l3);
        };

        /**
         * Compute the intersection between 2 line segments
         *
         * @param {Number} x00 The x coordinate of the first line's first vertex.
         * @param {Number} y00 The y coordinate of the first line's first vertex.
         * @param {Number} x01 The x coordinate of the first line's second vertex.
         * @param {Number} y01 The y coordinate of the first line's second vertex.
         * @param {Number} x10 The x coordinate of the second line's first vertex.
         * @param {Number} y10 The y coordinate of the second line's first vertex.
         * @param {Number} x11 The x coordinate of the second line's second vertex.
         * @param {Number} y11 The y coordinate of the second line's second vertex.
         * @param {Cartesian2} [result] The instance into to which to copy the result. If this parameter
         *                     is undefined, a new instance is created and returned.
         * @returns {Cartesian2} The intersection point, undefined if there is no intersection point or lines are coincident.
         *
         * @example
         * var result = Cesium.Intersections2D.computeLineSegmentLineSegmentIntersection(0.0, 0.0, 0.0, 2.0, -1, 1, 1, 1);
         * // result === new Cesium.Cartesian2(0.0, 1.0);
         */
        Intersections2D.computeLineSegmentLineSegmentIntersection = function(x00, y00, x01, y01, x10, y10, x11, y11, result) {
            //>>includeStart('debug', pragmas.debug);
            Check.Check.typeOf.number('x00', x00);
            Check.Check.typeOf.number('y00', y00);
            Check.Check.typeOf.number('x01', x01);
            Check.Check.typeOf.number('y01', y01);
            Check.Check.typeOf.number('x10', x10);
            Check.Check.typeOf.number('y10', y10);
            Check.Check.typeOf.number('x11', x11);
            Check.Check.typeOf.number('y11', y11);
            //>>includeEnd('debug');

            var numerator1A = (x11 - x10) * (y00 - y10) - (y11 - y10) * (x00 - x10);
            var numerator1B = (x01 - x00) * (y00 - y10) - (y01 - y00) * (x00 - x10);
            var denominator1 = (y11 - y10) * (x01 - x00) - (x11 - x10) * (y01 - y00);

            // If denominator = 0, then lines are parallel. If denominator = 0 and both numerators are 0, then coincident
            if (denominator1 === 0) {
                return;
            }

            var ua1 = numerator1A / denominator1;
            var ub1 = numerator1B / denominator1;

            if (ua1 >= 0 && ua1 <= 1 && ub1 >= 0 && ub1 <= 1) {
                if (!when.defined(result)) {
                    result = new Cartesian2.Cartesian2();
                }

                result.x = x00 + ua1 * (x01 - x00);
                result.y = y00 + ua1 * (y01 - y00);

                return result;
            }
        };

    var maxShort = 32767;
        var halfMaxShort = (maxShort / 2) | 0;

        var clipScratch = [];
        var clipScratch2 = [];
        var verticesScratch = [];
        var cartographicScratch = new Cartographic.Cartographic();
        var cartesian3Scratch = new Cartographic.Cartesian3();
        var uScratch = [];
        var vScratch = [];
        var heightScratch = [];
        var indicesScratch = [];
        var normalsScratch = [];
        var horizonOcclusionPointScratch = new Cartographic.Cartesian3();
        var boundingSphereScratch = new BoundingSphere.BoundingSphere();
        var orientedBoundingBoxScratch = new OrientedBoundingBox.OrientedBoundingBox();
        var decodeTexCoordsScratch = new Cartesian2.Cartesian2();
        var octEncodedNormalScratch = new Cartographic.Cartesian3();

        function upsampleQuantizedTerrainMesh(parameters, transferableObjects) {
            var isEastChild = parameters.isEastChild;
            var isNorthChild = parameters.isNorthChild;

            var minU = isEastChild ? halfMaxShort : 0;
            var maxU = isEastChild ? maxShort : halfMaxShort;
            var minV = isNorthChild ? halfMaxShort : 0;
            var maxV = isNorthChild ? maxShort : halfMaxShort;

            var uBuffer = uScratch;
            var vBuffer = vScratch;
            var heightBuffer = heightScratch;
            var normalBuffer = normalsScratch;

            uBuffer.length = 0;
            vBuffer.length = 0;
            heightBuffer.length = 0;
            normalBuffer.length = 0;

            var indices = indicesScratch;
            indices.length = 0;

            var vertexMap = {};

            var parentVertices = parameters.vertices;
            var parentIndices = parameters.indices;
            parentIndices = parentIndices.subarray(0, parameters.indexCountWithoutSkirts);

            var encoding = TerrainEncoding.TerrainEncoding.clone(parameters.encoding);
            var hasVertexNormals = encoding.hasVertexNormals;
            var exaggeration = parameters.exaggeration;

            var vertexCount = 0;
            var quantizedVertexCount = parameters.vertexCountWithoutSkirts;

            var parentMinimumHeight = parameters.minimumHeight;
            var parentMaximumHeight = parameters.maximumHeight;

            var parentUBuffer = new Array(quantizedVertexCount);
            var parentVBuffer = new Array(quantizedVertexCount);
            var parentHeightBuffer = new Array(quantizedVertexCount);
            var parentNormalBuffer = hasVertexNormals ? new Array(quantizedVertexCount * 2) : undefined;

            var threshold = 20;
            var height;

            var i, n;
            var u, v;
            for (i = 0, n = 0; i < quantizedVertexCount; ++i, n += 2) {
                var texCoords = encoding.decodeTextureCoordinates(parentVertices, i, decodeTexCoordsScratch);
                height  = encoding.decodeHeight(parentVertices, i) / exaggeration;

                u = _Math.CesiumMath.clamp((texCoords.x * maxShort) | 0, 0, maxShort);
                v = _Math.CesiumMath.clamp((texCoords.y * maxShort) | 0, 0, maxShort);
                parentHeightBuffer[i] = _Math.CesiumMath.clamp((((height - parentMinimumHeight) / (parentMaximumHeight - parentMinimumHeight)) * maxShort) | 0, 0, maxShort);

                if (u < threshold) {
                    u = 0;
                }

                if (v < threshold) {
                    v = 0;
                }

                if (maxShort - u < threshold) {
                    u = maxShort;
                }

                if (maxShort - v < threshold) {
                    v = maxShort;
                }

                parentUBuffer[i] = u;
                parentVBuffer[i] = v;

                if (hasVertexNormals) {
                    var encodedNormal = encoding.getOctEncodedNormal(parentVertices, i, octEncodedNormalScratch);
                    parentNormalBuffer[n] = encodedNormal.x;
                    parentNormalBuffer[n + 1] = encodedNormal.y;
                }

                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]);
                    }

                    ++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, parentMaximumHeight, parentMinimumHeight);

                // 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, parentMaximumHeight, parentMinimumHeight);
                }
            }

            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 = BoundingSphere.BoundingSphere.fromVertices(cartesianVertices, Cartographic.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(parentMaximumHeight, parentMinimumHeight) {
            if (when.defined(this.index)) {
                return this.heightBuffer[this.index];
            }
            var firstH = this.first.getH(parentMaximumHeight, parentMinimumHeight);
            var secondH = this.second.getH(parentMaximumHeight, parentMinimumHeight);
            var realFH = parentMinimumHeight + firstH / maxShort * parentMaximumHeight;
            var realSH = parentMinimumHeight + secondH / maxShort * parentMaximumHeight;
            if(realFH === 0 || realSH === 0) {
                return 0;
            }
            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 Cartographic.Cartesian3(), new Cartographic.Cartesian3()];
        var cartesianScratch2 = [new Cartographic.Cartesian3(), new Cartographic.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 = Cartographic.Cartesian3.lerp(first, second, vertex.ratio, cartesian3Scratch);
            Cartographic.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, parentMaximumHeight, parentMinimumHeight) {
            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(parentMaximumHeight, parentMinimumHeight));
                        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;

});