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XinYang_SanWei+RongYun / public / static / Cesium / Workers / VertexFormat-fe4db402.js
@raoxianxuan raoxianxuan on 21 Dec 2021 11 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(['exports', './when-8d13db60', './Check-70bec281'], function (exports, when, Check) { 'use strict';

    /**
         * A vertex format defines what attributes make up a vertex.  A VertexFormat can be provided
         * to a {@link Geometry} to request that certain properties be computed, e.g., just position,
         * position and normal, etc.
         *
         * @param {Object} [options] An object with boolean properties corresponding to VertexFormat properties as shown in the code example.
         *
         * @alias VertexFormat
         * @constructor
         *
         * @example
         * // Create a vertex format with position and 2D texture coordinate attributes.
         * var format = new Cesium.VertexFormat({
         *   position : true,
         *   st : true
         * });
         *
         * @see Geometry#attributes
         * @see Packable
         */
        function VertexFormat(options) {
            options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);

            /**
             * When <code>true</code>, the vertex has a 3D position attribute.
             * <p>
             * 64-bit floating-point (for precision).  3 components per attribute.
             * </p>
             *
             * @type Boolean
             *
             * @default false
             */
            this.position = when.defaultValue(options.position, false);

            /**
             * When <code>true</code>, the vertex has a normal attribute (normalized), which is commonly used for lighting.
             * <p>
             * 32-bit floating-point.  3 components per attribute.
             * </p>
             *
             * @type Boolean
             *
             * @default false
             */
            this.normal = when.defaultValue(options.normal, false);

            /**
             * When <code>true</code>, the vertex has a 2D texture coordinate attribute.
             * <p>
             * 32-bit floating-point.  2 components per attribute
             * </p>
             *
             * @type Boolean
             *
             * @default false
             */
            this.st = when.defaultValue(options.st, false);

            /**
             * When <code>true</code>, the vertex has a bitangent attribute (normalized), which is used for tangent-space effects like bump mapping.
             * <p>
             * 32-bit floating-point.  3 components per attribute.
             * </p>
             *
             * @type Boolean
             *
             * @default false
             */
            this.bitangent = when.defaultValue(options.bitangent, false);

            /**
             * When <code>true</code>, the vertex has a tangent attribute (normalized), which is used for tangent-space effects like bump mapping.
             * <p>
             * 32-bit floating-point.  3 components per attribute.
             * </p>
             *
             * @type Boolean
             *
             * @default false
             */
            this.tangent = when.defaultValue(options.tangent, false);

            /**
             * When <code>true</code>, the vertex has an RGB color attribute.
             * <p>
             * 8-bit unsigned byte.  3 components per attribute.
             * </p>
             *
             * @type Boolean
             *
             * @default false
             */
            this.color = when.defaultValue(options.color, false);
        }

        /**
         * An immutable vertex format with only a position attribute.
         *
         * @type {VertexFormat}
         * @constant
         *
         * @see VertexFormat#position
         */
        VertexFormat.POSITION_ONLY = Object.freeze(new VertexFormat({
            position : true
        }));

        /**
         * An immutable vertex format with position and normal attributes.
         * This is compatible with per-instance color appearances like {@link PerInstanceColorAppearance}.
         *
         * @type {VertexFormat}
         * @constant
         *
         * @see VertexFormat#position
         * @see VertexFormat#normal
         */
        VertexFormat.POSITION_AND_NORMAL = Object.freeze(new VertexFormat({
            position : true,
            normal : true
        }));

        /**
         * An immutable vertex format with position, normal, and st attributes.
         * This is compatible with {@link MaterialAppearance} when {@link MaterialAppearance#materialSupport}
         * is <code>TEXTURED/code>.
         *
         * @type {VertexFormat}
         * @constant
         *
         * @see VertexFormat#position
         * @see VertexFormat#normal
         * @see VertexFormat#st
         */
        VertexFormat.POSITION_NORMAL_AND_ST = Object.freeze(new VertexFormat({
            position : true,
            normal : true,
            st : true
        }));

        /**
         * An immutable vertex format with position and st attributes.
         * This is compatible with {@link EllipsoidSurfaceAppearance}.
         *
         * @type {VertexFormat}
         * @constant
         *
         * @see VertexFormat#position
         * @see VertexFormat#st
         */
        VertexFormat.POSITION_AND_ST = Object.freeze(new VertexFormat({
            position : true,
            st : true
        }));

        /**
         * An immutable vertex format with position and color attributes.
         *
         * @type {VertexFormat}
         * @constant
         *
         * @see VertexFormat#position
         * @see VertexFormat#color
         */
        VertexFormat.POSITION_AND_COLOR = Object.freeze(new VertexFormat({
            position : true,
            color : true
        }));

        /**
         * An immutable vertex format with well-known attributes: position, normal, st, tangent, and bitangent.
         *
         * @type {VertexFormat}
         * @constant
         *
         * @see VertexFormat#position
         * @see VertexFormat#normal
         * @see VertexFormat#st
         * @see VertexFormat#tangent
         * @see VertexFormat#bitangent
         */
        VertexFormat.ALL = Object.freeze(new VertexFormat({
            position : true,
            normal : true,
            st : true,
            tangent  : true,
            bitangent : true
        }));

        /**
         * An immutable vertex format with position, normal, and st attributes.
         * This is compatible with most appearances and materials; however
         * normal and st attributes are not always required.  When this is
         * known in advance, another <code>VertexFormat</code> should be used.
         *
         * @type {VertexFormat}
         * @constant
         *
         * @see VertexFormat#position
         * @see VertexFormat#normal
         */
        VertexFormat.DEFAULT = VertexFormat.POSITION_NORMAL_AND_ST;

        /**
         * The number of elements used to pack the object into an array.
         * @type {Number}
         */
        VertexFormat.packedLength = 6;

        /**
         * Stores the provided instance into the provided array.
         *
         * @param {VertexFormat} 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
         */
        VertexFormat.pack = function(value, array, startingIndex) {
            //>>includeStart('debug', pragmas.debug);
            if (!when.defined(value)) {
                throw new Check.DeveloperError('value is required');
            }
            if (!when.defined(array)) {
                throw new Check.DeveloperError('array is required');
            }
            //>>includeEnd('debug');

            startingIndex = when.defaultValue(startingIndex, 0);

            array[startingIndex++] = value.position ? 1.0 : 0.0;
            array[startingIndex++] = value.normal ? 1.0 : 0.0;
            array[startingIndex++] = value.st ? 1.0 : 0.0;
            array[startingIndex++] = value.tangent ? 1.0 : 0.0;
            array[startingIndex++] = value.bitangent ? 1.0 : 0.0;
            array[startingIndex] = value.color ? 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 {VertexFormat} [result] The object into which to store the result.
         * @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided.
         */
        VertexFormat.unpack = function(array, startingIndex, result) {
            //>>includeStart('debug', pragmas.debug);
            if (!when.defined(array)) {
                throw new Check.DeveloperError('array is required');
            }
            //>>includeEnd('debug');

            startingIndex = when.defaultValue(startingIndex, 0);

            if (!when.defined(result)) {
                result = new VertexFormat();
            }

            result.position  = array[startingIndex++] === 1.0;
            result.normal    = array[startingIndex++] === 1.0;
            result.st        = array[startingIndex++] === 1.0;
            result.tangent   = array[startingIndex++] === 1.0;
            result.bitangent = array[startingIndex++] === 1.0;
            result.color     = array[startingIndex] === 1.0;
            return result;
        };

        /**
         * Duplicates a VertexFormat instance.
         *
         * @param {VertexFormat} vertexFormat The vertex format to duplicate.
         * @param {VertexFormat} [result] The object onto which to store the result.
         * @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided. (Returns undefined if vertexFormat is undefined)
         */
        VertexFormat.clone = function(vertexFormat, result) {
            if (!when.defined(vertexFormat)) {
                return undefined;
            }
            if (!when.defined(result)) {
                result = new VertexFormat();
            }

            result.position = vertexFormat.position;
            result.normal = vertexFormat.normal;
            result.st = vertexFormat.st;
            result.tangent = vertexFormat.tangent;
            result.bitangent = vertexFormat.bitangent;
            result.color = vertexFormat.color;
            return result;
        };

    exports.VertexFormat = VertexFormat;

});