mirror of https://github.com/CesiumGS/cesium.git
773 lines
23 KiB
JavaScript
773 lines
23 KiB
JavaScript
import AttributeCompression from "./AttributeCompression.js";
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import Cartesian2 from "./Cartesian2.js";
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import Cartesian3 from "./Cartesian3.js";
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import Check from "./Check.js";
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import ComponentDatatype from "./ComponentDatatype.js";
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import defined from "./defined.js";
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import CesiumMath from "./Math.js";
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import Matrix4 from "./Matrix4.js";
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import VerticalExaggeration from "./VerticalExaggeration.js";
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import TerrainQuantization from "./TerrainQuantization.js";
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const cartesian3Scratch = new Cartesian3();
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const cartesian3DimScratch = new Cartesian3();
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const cartesian2Scratch = new Cartesian2();
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const matrix4Scratch = new Matrix4();
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const matrix4Scratch2 = new Matrix4();
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const SHIFT_LEFT_12 = Math.pow(2.0, 12.0);
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/**
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* Data used to quantize and pack the terrain mesh. The position can be unpacked for picking and all attributes
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* are unpacked in the vertex shader.
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*
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* @alias TerrainEncoding
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* @constructor
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*
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* @param {Cartesian3} center The center point of the vertices.
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* @param {AxisAlignedBoundingBox} [axisAlignedBoundingBox] The bounds of the tile in the east-north-up coordinates at the tiles center.
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* @param {number} [minimumHeight] The minimum height.
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* @param {number} [maximumHeight] The maximum height.
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* @param {Matrix4} [fromENU] The east-north-up to fixed frame matrix at the center of the terrain mesh.
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* @param {boolean} [hasVertexNormals=false] If the mesh has vertex normals.
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* @param {boolean} [hasWebMercatorT=false] true if the terrain data includes a Web Mercator texture coordinate; otherwise, false.
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* @param {boolean} [hasGeodeticSurfaceNormals=false] true if the terrain data includes geodetic surface normals; otherwise, false.
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* @param {number} [exaggeration=1.0] A scalar used to exaggerate terrain.
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* @param {number} [exaggerationRelativeHeight=0.0] The relative height from which terrain is exaggerated.
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*
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* @private
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*/
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function TerrainEncoding(
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center,
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axisAlignedBoundingBox,
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minimumHeight,
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maximumHeight,
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fromENU,
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hasVertexNormals,
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hasWebMercatorT,
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hasGeodeticSurfaceNormals,
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exaggeration,
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exaggerationRelativeHeight,
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) {
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let quantization = TerrainQuantization.NONE;
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let toENU;
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let matrix;
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if (
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defined(axisAlignedBoundingBox) &&
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defined(minimumHeight) &&
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defined(maximumHeight) &&
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defined(fromENU)
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) {
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const minimum = axisAlignedBoundingBox.minimum;
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const maximum = axisAlignedBoundingBox.maximum;
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const dimensions = Cartesian3.subtract(
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maximum,
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minimum,
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cartesian3DimScratch,
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);
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const hDim = maximumHeight - minimumHeight;
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const maxDim = Math.max(Cartesian3.maximumComponent(dimensions), hDim);
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if (maxDim < SHIFT_LEFT_12 - 1.0) {
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quantization = TerrainQuantization.BITS12;
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} else {
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quantization = TerrainQuantization.NONE;
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}
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// Scale and bias from [0,1] to [ENU min, ENU max]
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// Also compute the inverse of the scale and bias
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let st = Matrix4.fromScale(dimensions, matrix4Scratch);
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st = Matrix4.setTranslation(st, minimum, st);
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let invSt = Matrix4.fromScale(
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Cartesian3.fromElements(
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1.0 / dimensions.x,
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1.0 / dimensions.y,
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1.0 / dimensions.z,
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cartesian3Scratch,
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),
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matrix4Scratch2,
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);
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invSt = Matrix4.multiplyByTranslation(
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invSt,
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Cartesian3.negate(minimum, cartesian3Scratch),
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invSt,
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);
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matrix = Matrix4.clone(fromENU, new Matrix4());
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let rtcOffset = Matrix4.getTranslation(fromENU, cartesian3Scratch);
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rtcOffset = Cartesian3.subtract(rtcOffset, center, cartesian3Scratch);
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matrix = Matrix4.setTranslation(matrix, rtcOffset, matrix);
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matrix = Matrix4.multiply(matrix, st, matrix);
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toENU = Matrix4.inverseTransformation(fromENU, new Matrix4());
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toENU = Matrix4.multiply(invSt, toENU, toENU);
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fromENU = Matrix4.multiply(fromENU, st, new Matrix4());
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}
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/**
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* How the vertices of the mesh were compressed.
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* @type {TerrainQuantization}
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*/
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this.quantization = quantization;
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/**
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* The minimum height of the tile including the skirts.
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* @type {number|undefined}
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*/
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this.minimumHeight = minimumHeight;
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/**
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* The maximum height of the tile.
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* @type {number|undefined}
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*/
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this.maximumHeight = maximumHeight;
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/**
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* The center of the tile.
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* @type {Cartesian3}
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*/
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this.center = Cartesian3.clone(center);
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/**
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* A matrix that takes a vertex from the tile, transforms it to east-north-up at the center and scales
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* it so each component is in the [0, 1] range.
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* @type {Matrix4|undefined}
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*/
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this.toScaledENU = toENU;
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/**
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* A matrix that restores a vertex transformed with toScaledENU back to the earth fixed reference frame
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* @type {Matrix4|undefined}
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*/
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this.fromScaledENU = fromENU;
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/**
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* The matrix used to decompress the terrain vertices in the shader for RTE rendering.
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* @type {Matrix4|undefined}
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*/
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this.matrix = matrix;
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/**
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* The terrain mesh contains normals.
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* @type {boolean}
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*/
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this.hasVertexNormals = hasVertexNormals ?? false;
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/**
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* The terrain mesh contains a vertical texture coordinate following the Web Mercator projection.
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* @type {boolean}
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*/
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this.hasWebMercatorT = hasWebMercatorT ?? false;
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/**
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* The terrain mesh contains geodetic surface normals, used for terrain exaggeration.
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* @type {boolean}
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*/
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this.hasGeodeticSurfaceNormals = hasGeodeticSurfaceNormals ?? false;
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/**
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* A scalar used to exaggerate terrain.
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* @type {number}
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*/
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this.exaggeration = exaggeration ?? 1.0;
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/**
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* The relative height from which terrain is exaggerated.
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*/
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this.exaggerationRelativeHeight = exaggerationRelativeHeight ?? 0.0;
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/**
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* The number of components in each vertex. This value can differ with different quantizations.
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* @type {number}
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*/
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this.stride = 0;
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this._offsetGeodeticSurfaceNormal = 0;
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this._offsetVertexNormal = 0;
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// Calculate the stride and offsets declared above
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this._calculateStrideAndOffsets();
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}
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/**
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* Encode information about the terrain at a given position into the vertex buffer.
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* Position, texture coordinates, height, and (optionally) normal, projection information,
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* and geodetic surface normal are all packed into the same buffer.
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*
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* @param {Float32Array} vertexBuffer The buffer to write to.
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* @param {number} bufferIndex The index into the buffer to start writing at.
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* @param {Cartesian3} position The position of the vertex.
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* @param {Cartesian2} uv The texture coordinates of the vertex.
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* @param {number} height The height of the vertex.
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* @param {Cartesian2} [normalToPack] The normal vector of the vertex.
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* @param {number} [webMercatorT] The Web Mercator texture coordinate of the vertex.
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* @param {Cartesian3} [geodeticSurfaceNormal] The geodetic surface normal of the vertex.
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*/
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TerrainEncoding.prototype.encode = function (
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vertexBuffer,
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bufferIndex,
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position,
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uv,
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height,
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normalToPack,
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webMercatorT,
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geodeticSurfaceNormal,
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) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("vertexBuffer", vertexBuffer);
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Check.typeOf.number("bufferIndex", bufferIndex);
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Check.typeOf.object("position", position);
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Check.typeOf.object("uv", uv);
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Check.typeOf.number("height", height);
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//>>includeEnd('debug');
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const u = uv.x;
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const v = uv.y;
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if (this.quantization === TerrainQuantization.BITS12) {
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position = Matrix4.multiplyByPoint(
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this.toScaledENU,
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position,
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cartesian3Scratch,
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);
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position.x = CesiumMath.clamp(position.x, 0.0, 1.0);
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position.y = CesiumMath.clamp(position.y, 0.0, 1.0);
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position.z = CesiumMath.clamp(position.z, 0.0, 1.0);
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const hDim = this.maximumHeight - this.minimumHeight;
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const h = CesiumMath.clamp((height - this.minimumHeight) / hDim, 0.0, 1.0);
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Cartesian2.fromElements(position.x, position.y, cartesian2Scratch);
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const compressed0 =
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AttributeCompression.compressTextureCoordinates(cartesian2Scratch);
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Cartesian2.fromElements(position.z, h, cartesian2Scratch);
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const compressed1 =
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AttributeCompression.compressTextureCoordinates(cartesian2Scratch);
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Cartesian2.fromElements(u, v, cartesian2Scratch);
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const compressed2 =
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AttributeCompression.compressTextureCoordinates(cartesian2Scratch);
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vertexBuffer[bufferIndex++] = compressed0;
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vertexBuffer[bufferIndex++] = compressed1;
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vertexBuffer[bufferIndex++] = compressed2;
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if (this.hasWebMercatorT) {
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Cartesian2.fromElements(webMercatorT, 0.0, cartesian2Scratch);
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const compressed3 =
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AttributeCompression.compressTextureCoordinates(cartesian2Scratch);
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vertexBuffer[bufferIndex++] = compressed3;
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}
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} else {
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vertexBuffer[bufferIndex++] = position.x - this.center.x;
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vertexBuffer[bufferIndex++] = position.y - this.center.y;
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vertexBuffer[bufferIndex++] = position.z - this.center.z;
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vertexBuffer[bufferIndex++] = height;
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vertexBuffer[bufferIndex++] = u;
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vertexBuffer[bufferIndex++] = v;
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if (this.hasWebMercatorT) {
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vertexBuffer[bufferIndex++] = webMercatorT;
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}
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}
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if (this.hasVertexNormals) {
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vertexBuffer[bufferIndex++] =
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AttributeCompression.octPackFloat(normalToPack);
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}
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if (this.hasGeodeticSurfaceNormals) {
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vertexBuffer[bufferIndex++] = geodeticSurfaceNormal.x;
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vertexBuffer[bufferIndex++] = geodeticSurfaceNormal.y;
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vertexBuffer[bufferIndex++] = geodeticSurfaceNormal.z;
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}
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return bufferIndex;
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};
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const scratchPosition = new Cartesian3();
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const scratchGeodeticSurfaceNormal = new Cartesian3();
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/**
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* Add geodetic surface normals to a terrain vertex buffer.
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* The new buffer will be larger than the old buffer.
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*
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* @param {Float32Array} oldBuffer The buffer without geodetic surface normals.
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* @param {Float32Array} newBuffer The buffer with geodetic surface normals.
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* @param {Ellipsoid} ellipsoid The ellipsoid to use to compute the geodetic surface normals.
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*/
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TerrainEncoding.prototype.addGeodeticSurfaceNormals = function (
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oldBuffer,
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newBuffer,
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ellipsoid,
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) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("oldBuffer", oldBuffer);
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Check.typeOf.object("newBuffer", newBuffer);
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Check.typeOf.object("ellipsoid", ellipsoid);
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//>>includeEnd('debug');
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if (this.hasGeodeticSurfaceNormals) {
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return;
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}
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const oldStride = this.stride;
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const vertexCount = oldBuffer.length / oldStride;
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this.hasGeodeticSurfaceNormals = true;
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this._calculateStrideAndOffsets();
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const newStride = this.stride;
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for (let index = 0; index < vertexCount; index++) {
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for (let offset = 0; offset < oldStride; offset++) {
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const oldIndex = index * oldStride + offset;
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const newIndex = index * newStride + offset;
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newBuffer[newIndex] = oldBuffer[oldIndex];
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}
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const position = this.decodePosition(newBuffer, index, scratchPosition);
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const geodeticSurfaceNormal = ellipsoid.geodeticSurfaceNormal(
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position,
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scratchGeodeticSurfaceNormal,
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);
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const bufferIndex = index * newStride + this._offsetGeodeticSurfaceNormal;
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newBuffer[bufferIndex] = geodeticSurfaceNormal.x;
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newBuffer[bufferIndex + 1] = geodeticSurfaceNormal.y;
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newBuffer[bufferIndex + 2] = geodeticSurfaceNormal.z;
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}
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};
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/**
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* Remove geodetic surface normals from a terrain vertex buffer.
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*
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* @param {Float32Array} oldBuffer The buffer with geodetic surface normals.
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* @param {Float32Array} newBuffer The buffer without geodetic surface normals.
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*/
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TerrainEncoding.prototype.removeGeodeticSurfaceNormals = function (
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oldBuffer,
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newBuffer,
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) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("oldBuffer", oldBuffer);
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Check.typeOf.object("newBuffer", newBuffer);
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//>>includeEnd('debug');
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if (!this.hasGeodeticSurfaceNormals) {
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return;
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}
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const oldStride = this.stride;
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const vertexCount = oldBuffer.length / oldStride;
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this.hasGeodeticSurfaceNormals = false;
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this._calculateStrideAndOffsets();
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const newStride = this.stride;
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for (let index = 0; index < vertexCount; index++) {
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for (let offset = 0; offset < newStride; offset++) {
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const oldIndex = index * oldStride + offset;
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const newIndex = index * newStride + offset;
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newBuffer[newIndex] = oldBuffer[oldIndex];
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}
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}
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};
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/**
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* Decode a position from the vertex buffer.
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*
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* @param {Float32Array} buffer The buffer to decode from.
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* @param {number} index The index of the vertex to decode.
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* @param {Cartesian3} [result] The object to store the result in.
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* @returns {Cartesian3} The decoded position.
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*/
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TerrainEncoding.prototype.decodePosition = function (buffer, index, result) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("buffer", buffer);
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Check.typeOf.number("index", index);
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//>>includeEnd('debug');
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if (!defined(result)) {
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result = new Cartesian3();
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}
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index *= this.stride;
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if (this.quantization === TerrainQuantization.BITS12) {
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const xy = AttributeCompression.decompressTextureCoordinates(
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buffer[index],
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cartesian2Scratch,
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);
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result.x = xy.x;
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result.y = xy.y;
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const zh = AttributeCompression.decompressTextureCoordinates(
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buffer[index + 1],
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cartesian2Scratch,
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);
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result.z = zh.x;
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return Matrix4.multiplyByPoint(this.fromScaledENU, result, result);
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}
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result.x = buffer[index];
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result.y = buffer[index + 1];
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result.z = buffer[index + 2];
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return Cartesian3.add(result, this.center, result);
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};
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/**
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* Decode a position from the vertex buffer and apply vertical exaggeration.
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*
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* @param {Float32Array} buffer
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* @param {number} index
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* @param {Cartesian3} [result]
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* @returns {Cartesian3} The exaggerated position.
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*/
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TerrainEncoding.prototype.getExaggeratedPosition = function (
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buffer,
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index,
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result,
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) {
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result = this.decodePosition(buffer, index, result);
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const exaggeration = this.exaggeration;
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const exaggerationRelativeHeight = this.exaggerationRelativeHeight;
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const hasExaggeration = exaggeration !== 1.0;
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if (hasExaggeration && this.hasGeodeticSurfaceNormals) {
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const geodeticSurfaceNormal = this.decodeGeodeticSurfaceNormal(
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buffer,
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index,
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scratchGeodeticSurfaceNormal,
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);
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const rawHeight = this.decodeHeight(buffer, index);
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const heightDifference =
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VerticalExaggeration.getHeight(
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rawHeight,
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exaggeration,
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exaggerationRelativeHeight,
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) - rawHeight;
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// some math is unrolled for better performance
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result.x += geodeticSurfaceNormal.x * heightDifference;
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result.y += geodeticSurfaceNormal.y * heightDifference;
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result.z += geodeticSurfaceNormal.z * heightDifference;
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}
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return result;
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};
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/**
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* Decode texture coordinates from the vertex buffer.
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*
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* @param {Float32Array} buffer The buffer to decode from.
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* @param {number} index The index of the vertex to decode.
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* @param {Cartesian2} [result] The object to store the result in.
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* @returns {Cartesian2} The decoded texture coordinates.
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*/
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TerrainEncoding.prototype.decodeTextureCoordinates = function (
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buffer,
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index,
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result,
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) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("buffer", buffer);
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Check.typeOf.number("index", index);
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//>>includeEnd('debug');
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if (!defined(result)) {
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result = new Cartesian2();
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}
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index *= this.stride;
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if (this.quantization === TerrainQuantization.BITS12) {
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return AttributeCompression.decompressTextureCoordinates(
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buffer[index + 2],
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result,
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);
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}
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return Cartesian2.fromElements(buffer[index + 4], buffer[index + 5], result);
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};
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/**
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* Decode a height from the vertex buffer.
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*
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* @param {Float32Array} buffer The buffer to decode from.
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* @param {number} index The index of the vertex to decode.
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* @returns {number} The decoded height.
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*/
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TerrainEncoding.prototype.decodeHeight = function (buffer, index) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("buffer", buffer);
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Check.typeOf.number("index", index);
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//>>includeEnd('debug');
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index *= this.stride;
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if (this.quantization === TerrainQuantization.BITS12) {
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const zh = AttributeCompression.decompressTextureCoordinates(
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buffer[index + 1],
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cartesian2Scratch,
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);
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return (
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zh.y * (this.maximumHeight - this.minimumHeight) + this.minimumHeight
|
|
);
|
|
}
|
|
|
|
return buffer[index + 3];
|
|
};
|
|
|
|
/**
|
|
* Decode a web mercator T coordinate from the vertex buffer.
|
|
*
|
|
* @param {Float32Array} buffer The buffer to decode from.
|
|
* @param {number} index The index of the vertex to decode.
|
|
* @returns {number} The decoded web mercator T coordinate.
|
|
*/
|
|
TerrainEncoding.prototype.decodeWebMercatorT = function (buffer, index) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.typeOf.object("buffer", buffer);
|
|
Check.typeOf.number("index", index);
|
|
//>>includeEnd('debug');
|
|
|
|
index *= this.stride;
|
|
|
|
if (this.quantization === TerrainQuantization.BITS12) {
|
|
return AttributeCompression.decompressTextureCoordinates(
|
|
buffer[index + 3],
|
|
cartesian2Scratch,
|
|
).x;
|
|
}
|
|
|
|
return buffer[index + 6];
|
|
};
|
|
|
|
/**
|
|
* Decode an oct-encoded normal from the vertex buffer.
|
|
*
|
|
* @param {Float32Array} buffer The buffer to decode from.
|
|
* @param {number} index The index of the vertex to decode.
|
|
* @param {Cartesian2} [result] The object to store the result in.
|
|
* @returns {Cartesian2} The decoded oct-encoded normal.
|
|
*/
|
|
TerrainEncoding.prototype.getOctEncodedNormal = function (
|
|
buffer,
|
|
index,
|
|
result,
|
|
) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.typeOf.object("buffer", buffer);
|
|
Check.typeOf.number("index", index);
|
|
//>>includeEnd('debug');
|
|
|
|
index = index * this.stride + this._offsetVertexNormal;
|
|
|
|
const temp = buffer[index] / 256.0;
|
|
const x = Math.floor(temp);
|
|
const y = (temp - x) * 256.0;
|
|
|
|
return Cartesian2.fromElements(x, y, result);
|
|
};
|
|
|
|
/**
|
|
* @param {Float32Array} buffer
|
|
* @param {number} index
|
|
* @param {Cartesian3} result
|
|
* @returns {Cartesian3}
|
|
*/
|
|
TerrainEncoding.prototype.decodeNormal = function (buffer, index, result) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.typeOf.object("buffer", buffer);
|
|
Check.typeOf.number("index", index);
|
|
Check.typeOf.object("result", result);
|
|
//>>includeEnd('debug');
|
|
|
|
const bufferIndex = (index = index * this.stride + this._offsetVertexNormal);
|
|
return AttributeCompression.octDecodeFloat(buffer[bufferIndex], result);
|
|
};
|
|
|
|
/**
|
|
* Decode a geodetic surface normal from the vertex buffer.
|
|
*
|
|
* @param {Float32Array} buffer The buffer to decode from.
|
|
* @param {number} index The index of the vertex to decode.
|
|
* @param {Cartesian3} result The object to store the result in.
|
|
* @returns {Cartesian3} The decoded geodetic surface normal.
|
|
*/
|
|
TerrainEncoding.prototype.decodeGeodeticSurfaceNormal = function (
|
|
buffer,
|
|
index,
|
|
result,
|
|
) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.typeOf.object("buffer", buffer);
|
|
Check.typeOf.number("index", index);
|
|
Check.typeOf.object("result", result);
|
|
//>>includeEnd('debug');
|
|
|
|
index = index * this.stride + this._offsetGeodeticSurfaceNormal;
|
|
|
|
result.x = buffer[index];
|
|
result.y = buffer[index + 1];
|
|
result.z = buffer[index + 2];
|
|
return result;
|
|
};
|
|
|
|
/**
|
|
* Calculate the stride and offsets for sampling the vertex buffer.
|
|
*/
|
|
TerrainEncoding.prototype._calculateStrideAndOffsets = function () {
|
|
let vertexStride = 0;
|
|
|
|
switch (this.quantization) {
|
|
case TerrainQuantization.BITS12:
|
|
vertexStride += 3;
|
|
break;
|
|
default:
|
|
vertexStride += 6;
|
|
}
|
|
if (this.hasWebMercatorT) {
|
|
vertexStride += 1;
|
|
}
|
|
if (this.hasVertexNormals) {
|
|
this._offsetVertexNormal = vertexStride;
|
|
vertexStride += 1;
|
|
}
|
|
if (this.hasGeodeticSurfaceNormals) {
|
|
this._offsetGeodeticSurfaceNormal = vertexStride;
|
|
vertexStride += 3;
|
|
}
|
|
|
|
this.stride = vertexStride;
|
|
};
|
|
|
|
const attributesIndicesNone = {
|
|
position3DAndHeight: 0,
|
|
textureCoordAndEncodedNormals: 1,
|
|
geodeticSurfaceNormal: 2,
|
|
};
|
|
const attributesIndicesBits12 = {
|
|
compressed0: 0,
|
|
compressed1: 1,
|
|
geodeticSurfaceNormal: 2,
|
|
};
|
|
|
|
/**
|
|
* Get descriptors of the attributes stored in the vertex buffer.
|
|
*
|
|
* @param {Float32Array} buffer The vertex buffer.
|
|
* @returns {object[]} The attributes.
|
|
*/
|
|
TerrainEncoding.prototype.getAttributes = function (buffer) {
|
|
//>>includeStart('debug', pragmas.debug);
|
|
Check.typeOf.object("buffer", buffer);
|
|
//>>includeEnd('debug');
|
|
|
|
const datatype = ComponentDatatype.FLOAT;
|
|
const sizeInBytes = ComponentDatatype.getSizeInBytes(datatype);
|
|
const strideInBytes = this.stride * sizeInBytes;
|
|
let offsetInBytes = 0;
|
|
|
|
const attributes = [];
|
|
function addAttribute(index, componentsPerAttribute) {
|
|
attributes.push({
|
|
index: index,
|
|
vertexBuffer: buffer,
|
|
componentDatatype: datatype,
|
|
componentsPerAttribute: componentsPerAttribute,
|
|
offsetInBytes: offsetInBytes,
|
|
strideInBytes: strideInBytes,
|
|
});
|
|
offsetInBytes += componentsPerAttribute * sizeInBytes;
|
|
}
|
|
|
|
if (this.quantization === TerrainQuantization.NONE) {
|
|
addAttribute(attributesIndicesNone.position3DAndHeight, 4);
|
|
|
|
let componentsTexCoordAndNormals = 2;
|
|
componentsTexCoordAndNormals += this.hasWebMercatorT ? 1 : 0;
|
|
componentsTexCoordAndNormals += this.hasVertexNormals ? 1 : 0;
|
|
addAttribute(
|
|
attributesIndicesNone.textureCoordAndEncodedNormals,
|
|
componentsTexCoordAndNormals,
|
|
);
|
|
|
|
if (this.hasGeodeticSurfaceNormals) {
|
|
addAttribute(attributesIndicesNone.geodeticSurfaceNormal, 3);
|
|
}
|
|
} else {
|
|
// When there is no webMercatorT or vertex normals, the attribute only needs 3 components: x/y, z/h, u/v.
|
|
// WebMercatorT and vertex normals each take up one component, so if only one of them is present the first
|
|
// attribute gets a 4th component. If both are present, we need an additional attribute that has 1 component.
|
|
const usingAttribute0Component4 =
|
|
this.hasWebMercatorT || this.hasVertexNormals;
|
|
const usingAttribute1Component1 =
|
|
this.hasWebMercatorT && this.hasVertexNormals;
|
|
addAttribute(
|
|
attributesIndicesBits12.compressed0,
|
|
usingAttribute0Component4 ? 4 : 3,
|
|
);
|
|
|
|
if (usingAttribute1Component1) {
|
|
addAttribute(attributesIndicesBits12.compressed1, 1);
|
|
}
|
|
|
|
if (this.hasGeodeticSurfaceNormals) {
|
|
addAttribute(attributesIndicesBits12.geodeticSurfaceNormal, 3);
|
|
}
|
|
}
|
|
|
|
return attributes;
|
|
};
|
|
|
|
/**
|
|
* Get indices pointing to the attribute locations in the vertex buffer.
|
|
*
|
|
* @returns {object} The attribute indices.
|
|
*/
|
|
TerrainEncoding.prototype.getAttributeLocations = function () {
|
|
if (this.quantization === TerrainQuantization.NONE) {
|
|
return attributesIndicesNone;
|
|
}
|
|
return attributesIndicesBits12;
|
|
};
|
|
|
|
/**
|
|
* Clones a TerrainEncoding object.
|
|
*
|
|
* @param {TerrainEncoding} [encoding] The encoding to clone.
|
|
* @param {TerrainEncoding} [result] The object to store the cloned encoding.
|
|
* @returns {TerrainEncoding|undefined} The cloned encoding.
|
|
*/
|
|
TerrainEncoding.clone = function (encoding, result) {
|
|
if (!defined(encoding)) {
|
|
return undefined;
|
|
}
|
|
if (!defined(result)) {
|
|
result = new TerrainEncoding();
|
|
}
|
|
|
|
result.quantization = encoding.quantization;
|
|
result.minimumHeight = encoding.minimumHeight;
|
|
result.maximumHeight = encoding.maximumHeight;
|
|
result.center = Cartesian3.clone(encoding.center);
|
|
result.toScaledENU = Matrix4.clone(encoding.toScaledENU);
|
|
result.fromScaledENU = Matrix4.clone(encoding.fromScaledENU);
|
|
result.matrix = Matrix4.clone(encoding.matrix);
|
|
result.hasVertexNormals = encoding.hasVertexNormals;
|
|
result.hasWebMercatorT = encoding.hasWebMercatorT;
|
|
result.hasGeodeticSurfaceNormals = encoding.hasGeodeticSurfaceNormals;
|
|
result.exaggeration = encoding.exaggeration;
|
|
result.exaggerationRelativeHeight = encoding.exaggerationRelativeHeight;
|
|
|
|
result._calculateStrideAndOffsets();
|
|
|
|
return result;
|
|
};
|
|
export default TerrainEncoding;
|