/*global define*/
define([
'./BoundingSphere',
'./Cartesian3',
'./ComponentDatatype',
'./defaultValue',
'./defined',
'./DeveloperError',
'./Ellipsoid',
'./Geometry',
'./GeometryAttribute',
'./GeometryAttributes',
'./IndexDatatype',
'./Math',
'./PrimitiveType',
'./VertexFormat',
'./WallGeometryLibrary'
], function(
BoundingSphere,
Cartesian3,
ComponentDatatype,
defaultValue,
defined,
DeveloperError,
Ellipsoid,
Geometry,
GeometryAttribute,
GeometryAttributes,
IndexDatatype,
CesiumMath,
PrimitiveType,
VertexFormat,
WallGeometryLibrary) {
'use strict';
var scratchCartesian3Position1 = new Cartesian3();
var scratchCartesian3Position2 = new Cartesian3();
var scratchCartesian3Position3 = new Cartesian3();
var scratchCartesian3Position4 = new Cartesian3();
var scratchCartesian3Position5 = new Cartesian3();
var scratchBinormal = new Cartesian3();
var scratchTangent = new Cartesian3();
var scratchNormal = new Cartesian3();
/**
* A description of a wall, which is similar to a KML line string. A wall is defined by a series of points,
* which extrude down to the ground. Optionally, they can extrude downwards to a specified height.
*
* @alias WallGeometry
* @constructor
*
* @param {Object} options Object with the following properties:
* @param {Cartesian3[]} options.positions An array of Cartesian objects, which are the points of the wall.
* @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
* @param {Number[]} [options.maximumHeights] An array parallel to <code>positions</code> that give the maximum height of the
* wall at <code>positions</code>. If undefined, the height of each position in used.
* @param {Number[]} [options.minimumHeights] An array parallel to <code>positions</code> that give the minimum height of the
* wall at <code>positions</code>. If undefined, the height at each position is 0.0.
* @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid for coordinate manipulation
* @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
*
* @exception {DeveloperError} positions length must be greater than or equal to 2.
* @exception {DeveloperError} positions and maximumHeights must have the same length.
* @exception {DeveloperError} positions and minimumHeights must have the same length.
*
* @see WallGeometry#createGeometry
* @see WallGeometry#fromConstantHeight
*
* @demo {@link http://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Wall.html|Cesium Sandcastle Wall Demo}
*
* @example
* // create a wall that spans from ground level to 10000 meters
* var wall = new Cesium.WallGeometry({
* positions : Cesium.Cartesian3.fromDegreesArrayHeights([
* 19.0, 47.0, 10000.0,
* 19.0, 48.0, 10000.0,
* 20.0, 48.0, 10000.0,
* 20.0, 47.0, 10000.0,
* 19.0, 47.0, 10000.0
* ])
* });
* var geometry = Cesium.WallGeometry.createGeometry(wall);
*/
function WallGeometry(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
var wallPositions = options.positions;
var maximumHeights = options.maximumHeights;
var minimumHeights = options.minimumHeights;
//>>includeStart('debug', pragmas.debug);
if (!defined(wallPositions)) {
throw new DeveloperError('options.positions is required.');
}
if (defined(maximumHeights) && maximumHeights.length !== wallPositions.length) {
throw new DeveloperError('options.positions and options.maximumHeights must have the same length.');
}
if (defined(minimumHeights) && minimumHeights.length !== wallPositions.length) {
throw new DeveloperError('options.positions and options.minimumHeights must have the same length.');
}
//>>includeEnd('debug');
var vertexFormat = defaultValue(options.vertexFormat, VertexFormat.DEFAULT);
var granularity = defaultValue(options.granularity, CesiumMath.RADIANS_PER_DEGREE);
var ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);
this._positions = wallPositions;
this._minimumHeights = minimumHeights;
this._maximumHeights = maximumHeights;
this._vertexFormat = VertexFormat.clone(vertexFormat);
this._granularity = granularity;
this._ellipsoid = Ellipsoid.clone(ellipsoid);
this._workerName = 'createWallGeometry';
var numComponents = 1 + wallPositions.length * Cartesian3.packedLength + 2;
if (defined(minimumHeights)) {
numComponents += minimumHeights.length;
}
if (defined(maximumHeights)) {
numComponents += maximumHeights.length;
}
/**
* The number of elements used to pack the object into an array.
* @type {Number}
*/
this.packedLength = numComponents + Ellipsoid.packedLength + VertexFormat.packedLength + 1;
}
/**
* Stores the provided instance into the provided array.
*
* @param {WallGeometry} 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
*/
WallGeometry.pack = function(value, array, startingIndex) {
//>>includeStart('debug', pragmas.debug);
if (!defined(value)) {
throw new DeveloperError('value is required');
}
if (!defined(array)) {
throw new DeveloperError('array is required');
}
//>>includeEnd('debug');
startingIndex = defaultValue(startingIndex, 0);
var i;
var positions = value._positions;
var length = positions.length;
array[startingIndex++] = length;
for (i = 0; i < length; ++i, startingIndex += Cartesian3.packedLength) {
Cartesian3.pack(positions[i], array, startingIndex);
}
var minimumHeights = value._minimumHeights;
length = defined(minimumHeights) ? minimumHeights.length : 0;
array[startingIndex++] = length;
if (defined(minimumHeights)) {
for (i = 0; i < length; ++i) {
array[startingIndex++] = minimumHeights[i];
}
}
var maximumHeights = value._maximumHeights;
length = defined(maximumHeights) ? maximumHeights.length : 0;
array[startingIndex++] = length;
if (defined(maximumHeights)) {
for (i = 0; i < length; ++i) {
array[startingIndex++] = maximumHeights[i];
}
}
Ellipsoid.pack(value._ellipsoid, array, startingIndex);
startingIndex += Ellipsoid.packedLength;
VertexFormat.pack(value._vertexFormat, array, startingIndex);
startingIndex += VertexFormat.packedLength;
array[startingIndex] = value._granularity;
return array;
};
var scratchEllipsoid = Ellipsoid.clone(Ellipsoid.UNIT_SPHERE);
var scratchVertexFormat = new VertexFormat();
var scratchOptions = {
positions : undefined,
minimumHeights : undefined,
maximumHeights : undefined,
ellipsoid : scratchEllipsoid,
vertexFormat : scratchVertexFormat,
granularity : undefined
};
/**
* 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 {WallGeometry} [result] The object into which to store the result.
* @returns {WallGeometry} The modified result parameter or a new WallGeometry instance if one was not provided.
*/
WallGeometry.unpack = function(array, startingIndex, result) {
//>>includeStart('debug', pragmas.debug);
if (!defined(array)) {
throw new DeveloperError('array is required');
}
//>>includeEnd('debug');
startingIndex = defaultValue(startingIndex, 0);
var i;
var length = array[startingIndex++];
var positions = new Array(length);
for (i = 0; i < length; ++i, startingIndex += Cartesian3.packedLength) {
positions[i] = Cartesian3.unpack(array, startingIndex);
}
length = array[startingIndex++];
var minimumHeights;
if (length > 0) {
minimumHeights = new Array(length);
for (i = 0; i < length; ++i) {
minimumHeights[i] = array[startingIndex++];
}
}
length = array[startingIndex++];
var maximumHeights;
if (length > 0) {
maximumHeights = new Array(length);
for (i = 0; i < length; ++i) {
maximumHeights[i] = array[startingIndex++];
}
}
var ellipsoid = Ellipsoid.unpack(array, startingIndex, scratchEllipsoid);
startingIndex += Ellipsoid.packedLength;
var vertexFormat = VertexFormat.unpack(array, startingIndex, scratchVertexFormat);
startingIndex += VertexFormat.packedLength;
var granularity = array[startingIndex];
if (!defined(result)) {
scratchOptions.positions = positions;
scratchOptions.minimumHeights = minimumHeights;
scratchOptions.maximumHeights = maximumHeights;
scratchOptions.granularity = granularity;
return new WallGeometry(scratchOptions);
}
result._positions = positions;
result._minimumHeights = minimumHeights;
result._maximumHeights = maximumHeights;
result._ellipsoid = Ellipsoid.clone(ellipsoid, result._ellipsoid);
result._vertexFormat = VertexFormat.clone(vertexFormat, result._vertexFormat);
result._granularity = granularity;
return result;
};
/**
* A description of a wall, which is similar to a KML line string. A wall is defined by a series of points,
* which extrude down to the ground. Optionally, they can extrude downwards to a specified height.
*
* @param {Object} options Object with the following properties:
* @param {Cartesian3[]} options.positions An array of Cartesian objects, which are the points of the wall.
* @param {Number} [options.maximumHeight] A constant that defines the maximum height of the
* wall at <code>positions</code>. If undefined, the height of each position in used.
* @param {Number} [options.minimumHeight] A constant that defines the minimum height of the
* wall at <code>positions</code>. If undefined, the height at each position is 0.0.
* @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid for coordinate manipulation
* @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
* @returns {WallGeometry}
*
*
* @example
* // create a wall that spans from 10000 meters to 20000 meters
* var wall = Cesium.WallGeometry.fromConstantHeights({
* positions : Cesium.Cartesian3.fromDegreesArray([
* 19.0, 47.0,
* 19.0, 48.0,
* 20.0, 48.0,
* 20.0, 47.0,
* 19.0, 47.0,
* ]),
* minimumHeight : 20000.0,
* maximumHeight : 10000.0
* });
* var geometry = Cesium.WallGeometry.createGeometry(wall);
*
* @see WallGeometry#createGeometry
*/
WallGeometry.fromConstantHeights = function(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
var positions = options.positions;
//>>includeStart('debug', pragmas.debug);
if (!defined(positions)) {
throw new DeveloperError('options.positions is required.');
}
//>>includeEnd('debug');
var minHeights;
var maxHeights;
var min = options.minimumHeight;
var max = options.maximumHeight;
var doMin = defined(min);
var doMax = defined(max);
if (doMin || doMax) {
var length = positions.length;
minHeights = (doMin) ? new Array(length) : undefined;
maxHeights = (doMax) ? new Array(length) : undefined;
for (var i = 0; i < length; ++i) {
if (doMin) {
minHeights[i] = min;
}
if (doMax) {
maxHeights[i] = max;
}
}
}
var newOptions = {
positions : positions,
maximumHeights : maxHeights,
minimumHeights : minHeights,
ellipsoid : options.ellipsoid,
vertexFormat : options.vertexFormat
};
return new WallGeometry(newOptions);
};
/**
* Computes the geometric representation of a wall, including its vertices, indices, and a bounding sphere.
*
* @param {WallGeometry} wallGeometry A description of the wall.
* @returns {Geometry|undefined} The computed vertices and indices.
*/
WallGeometry.createGeometry = function(wallGeometry) {
var wallPositions = wallGeometry._positions;
var minimumHeights = wallGeometry._minimumHeights;
var maximumHeights = wallGeometry._maximumHeights;
var vertexFormat = wallGeometry._vertexFormat;
var granularity = wallGeometry._granularity;
var ellipsoid = wallGeometry._ellipsoid;
var pos = WallGeometryLibrary.computePositions(ellipsoid, wallPositions, maximumHeights, minimumHeights, granularity, true);
if (!defined(pos)) {
return;
}
var bottomPositions = pos.bottomPositions;
var topPositions = pos.topPositions;
var numCorners = pos.numCorners;
var length = topPositions.length;
var size = length * 2;
var positions = vertexFormat.position ? new Float64Array(size) : undefined;
var normals = vertexFormat.normal ? new Float32Array(size) : undefined;
var tangents = vertexFormat.tangent ? new Float32Array(size) : undefined;
var binormals = vertexFormat.binormal ? new Float32Array(size) : undefined;
var textureCoordinates = vertexFormat.st ? new Float32Array(size / 3 * 2) : undefined;
var positionIndex = 0;
var normalIndex = 0;
var binormalIndex = 0;
var tangentIndex = 0;
var stIndex = 0;
// add lower and upper points one after the other, lower
// points being even and upper points being odd
var normal = scratchNormal;
var tangent = scratchTangent;
var binormal = scratchBinormal;
var recomputeNormal = true;
length /= 3;
var i;
var s = 0;
var ds = 1/(length - wallPositions.length + 1);
for (i = 0; i < length; ++i) {
var i3 = i * 3;
var topPosition = Cartesian3.fromArray(topPositions, i3, scratchCartesian3Position1);
var bottomPosition = Cartesian3.fromArray(bottomPositions, i3, scratchCartesian3Position2);
if (vertexFormat.position) {
// insert the lower point
positions[positionIndex++] = bottomPosition.x;
positions[positionIndex++] = bottomPosition.y;
positions[positionIndex++] = bottomPosition.z;
// insert the upper point
positions[positionIndex++] = topPosition.x;
positions[positionIndex++] = topPosition.y;
positions[positionIndex++] = topPosition.z;
}
if (vertexFormat.st) {
textureCoordinates[stIndex++] = s;
textureCoordinates[stIndex++] = 0.0;
textureCoordinates[stIndex++] = s;
textureCoordinates[stIndex++] = 1.0;
}
if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.binormal) {
var nextPosition;
var nextTop = Cartesian3.clone(Cartesian3.ZERO, scratchCartesian3Position5);
var groundPosition = ellipsoid.scaleToGeodeticSurface(Cartesian3.fromArray(topPositions, i3, scratchCartesian3Position2), scratchCartesian3Position2);
if (i + 1 < length) {
nextPosition = ellipsoid.scaleToGeodeticSurface(Cartesian3.fromArray(topPositions, i3 + 3, scratchCartesian3Position3), scratchCartesian3Position3);
nextTop = Cartesian3.fromArray(topPositions, i3 + 3, scratchCartesian3Position5);
}
if (recomputeNormal) {
var scalednextPosition = Cartesian3.subtract(nextTop, topPosition, scratchCartesian3Position4);
var scaledGroundPosition = Cartesian3.subtract(groundPosition, topPosition, scratchCartesian3Position1);
normal = Cartesian3.normalize(Cartesian3.cross(scaledGroundPosition, scalednextPosition, normal), normal);
recomputeNormal = false;
}
if (Cartesian3.equalsEpsilon(nextPosition, groundPosition, CesiumMath.EPSILON10)) {
recomputeNormal = true;
} else {
s += ds;
if (vertexFormat.tangent) {
tangent = Cartesian3.normalize(Cartesian3.subtract(nextPosition, groundPosition, tangent), tangent);
}
if (vertexFormat.binormal) {
binormal = Cartesian3.normalize(Cartesian3.cross(normal, tangent, binormal), binormal);
}
}
if (vertexFormat.normal) {
normals[normalIndex++] = normal.x;
normals[normalIndex++] = normal.y;
normals[normalIndex++] = normal.z;
normals[normalIndex++] = normal.x;
normals[normalIndex++] = normal.y;
normals[normalIndex++] = normal.z;
}
if (vertexFormat.tangent) {
tangents[tangentIndex++] = tangent.x;
tangents[tangentIndex++] = tangent.y;
tangents[tangentIndex++] = tangent.z;
tangents[tangentIndex++] = tangent.x;
tangents[tangentIndex++] = tangent.y;
tangents[tangentIndex++] = tangent.z;
}
if (vertexFormat.binormal) {
binormals[binormalIndex++] = binormal.x;
binormals[binormalIndex++] = binormal.y;
binormals[binormalIndex++] = binormal.z;
binormals[binormalIndex++] = binormal.x;
binormals[binormalIndex++] = binormal.y;
binormals[binormalIndex++] = binormal.z;
}
}
}
var attributes = new GeometryAttributes();
if (vertexFormat.position) {
attributes.position = new GeometryAttribute({
componentDatatype : ComponentDatatype.DOUBLE,
componentsPerAttribute : 3,
values : positions
});
}
if (vertexFormat.normal) {
attributes.normal = new GeometryAttribute({
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3,
values : normals
});
}
if (vertexFormat.tangent) {
attributes.tangent = new GeometryAttribute({
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3,
values : tangents
});
}
if (vertexFormat.binormal) {
attributes.binormal = new GeometryAttribute({
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3,
values : binormals
});
}
if (vertexFormat.st) {
attributes.st = new GeometryAttribute({
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 2,
values : textureCoordinates
});
}
// prepare the side walls, two triangles for each wall
//
// A (i+1) B (i+3) E
// +--------+-------+
// | / | /| triangles: A C B
// | / | / | B C D
// | / | / |
// | / | / |
// | / | / |
// | / | / |
// +--------+-------+
// C (i) D (i+2) F
//
var numVertices = size / 3;
size -= 6 * (numCorners + 1);
var indices = IndexDatatype.createTypedArray(numVertices, size);
var edgeIndex = 0;
for (i = 0; i < numVertices - 2; i += 2) {
var LL = i;
var LR = i + 2;
var pl = Cartesian3.fromArray(positions, LL * 3, scratchCartesian3Position1);
var pr = Cartesian3.fromArray(positions, LR * 3, scratchCartesian3Position2);
if (Cartesian3.equalsEpsilon(pl, pr, CesiumMath.EPSILON10)) {
continue;
}
var UL = i + 1;
var UR = i + 3;
indices[edgeIndex++] = UL;
indices[edgeIndex++] = LL;
indices[edgeIndex++] = UR;
indices[edgeIndex++] = UR;
indices[edgeIndex++] = LL;
indices[edgeIndex++] = LR;
}
return new Geometry({
attributes : attributes,
indices : indices,
primitiveType : PrimitiveType.TRIANGLES,
boundingSphere : new BoundingSphere.fromVertices(positions)
});
};
return WallGeometry;
});