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GroundPolylineGeometry.js
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GroundPolylineGeometry.js
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import ApproximateTerrainHeights from "./ApproximateTerrainHeights.js";
import ArcType from "./ArcType.js";
import arrayRemoveDuplicates from "./arrayRemoveDuplicates.js";
import BoundingSphere from "./BoundingSphere.js";
import Cartesian3 from "./Cartesian3.js";
import Cartographic from "./Cartographic.js";
import Check from "./Check.js";
import ComponentDatatype from "./ComponentDatatype.js";
import defaultValue from "./defaultValue.js";
import defined from "./defined.js";
import DeveloperError from "./DeveloperError.js";
import Ellipsoid from "./Ellipsoid.js";
import EllipsoidGeodesic from "./EllipsoidGeodesic.js";
import EllipsoidRhumbLine from "./EllipsoidRhumbLine.js";
import EncodedCartesian3 from "./EncodedCartesian3.js";
import GeographicProjection from "./GeographicProjection.js";
import Geometry from "./Geometry.js";
import GeometryAttribute from "./GeometryAttribute.js";
import IntersectionTests from "./IntersectionTests.js";
import CesiumMath from "./Math.js";
import Matrix3 from "./Matrix3.js";
import Plane from "./Plane.js";
import Quaternion from "./Quaternion.js";
import Rectangle from "./Rectangle.js";
import WebMercatorProjection from "./WebMercatorProjection.js";
const PROJECTIONS = [GeographicProjection, WebMercatorProjection];
const PROJECTION_COUNT = PROJECTIONS.length;
const MITER_BREAK_SMALL = Math.cos(CesiumMath.toRadians(30.0));
const MITER_BREAK_LARGE = Math.cos(CesiumMath.toRadians(150.0));
// Initial heights for constructing the wall.
// Keeping WALL_INITIAL_MIN_HEIGHT near the ellipsoid surface helps
// prevent precision problems with planes in the shader.
// Putting the start point of a plane at ApproximateTerrainHeights._defaultMinTerrainHeight,
// which is a highly conservative bound, usually puts the plane origin several thousands
// of meters away from the actual terrain, causing floating point problems when checking
// fragments on terrain against the plane.
// Ellipsoid height is generally much closer.
// The initial max height is arbitrary.
// Both heights are corrected using ApproximateTerrainHeights for computing the actual volume geometry.
const WALL_INITIAL_MIN_HEIGHT = 0.0;
const WALL_INITIAL_MAX_HEIGHT = 1000.0;
/**
* A description of a polyline on terrain or 3D Tiles. Only to be used with {@link GroundPolylinePrimitive}.
*
* @alias GroundPolylineGeometry
* @constructor
*
* @param {Object} options Options with the following properties:
* @param {Cartesian3[]} options.positions An array of {@link Cartesian3} defining the polyline's points. Heights above the ellipsoid will be ignored.
* @param {Number} [options.width=1.0] The screen space width in pixels.
* @param {Number} [options.granularity=9999.0] The distance interval in meters used for interpolating options.points. Defaults to 9999.0 meters. Zero indicates no interpolation.
* @param {Boolean} [options.loop=false] Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop.
* @param {ArcType} [options.arcType=ArcType.GEODESIC] The type of line the polyline segments must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}.
*
* @exception {DeveloperError} At least two positions are required.
*
* @see GroundPolylinePrimitive
*
* @example
* const positions = Cesium.Cartesian3.fromDegreesArray([
* -112.1340164450331, 36.05494287836128,
* -112.08821010582645, 36.097804071380715,
* -112.13296079730024, 36.168769146801104
* ]);
*
* const geometry = new Cesium.GroundPolylineGeometry({
* positions : positions
* });
*/
function GroundPolylineGeometry(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
const positions = options.positions;
//>>includeStart('debug', pragmas.debug);
if (!defined(positions) || positions.length < 2) {
throw new DeveloperError("At least two positions are required.");
}
if (
defined(options.arcType) &&
options.arcType !== ArcType.GEODESIC &&
options.arcType !== ArcType.RHUMB
) {
throw new DeveloperError(
"Valid options for arcType are ArcType.GEODESIC and ArcType.RHUMB."
);
}
//>>includeEnd('debug');
/**
* The screen space width in pixels.
* @type {Number}
*/
this.width = defaultValue(options.width, 1.0); // Doesn't get packed, not necessary for computing geometry.
this._positions = positions;
/**
* The distance interval used for interpolating options.points. Zero indicates no interpolation.
* Default of 9999.0 allows centimeter accuracy with 32 bit floating point.
* @type {Boolean}
* @default 9999.0
*/
this.granularity = defaultValue(options.granularity, 9999.0);
/**
* Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop.
* If the geometry has two positions this parameter will be ignored.
* @type {Boolean}
* @default false
*/
this.loop = defaultValue(options.loop, false);
/**
* The type of path the polyline must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}.
* @type {ArcType}
* @default ArcType.GEODESIC
*/
this.arcType = defaultValue(options.arcType, ArcType.GEODESIC);
this._ellipsoid = Ellipsoid.WGS84;
// MapProjections can't be packed, so store the index to a known MapProjection.
this._projectionIndex = 0;
this._workerName = "createGroundPolylineGeometry";
// Used by GroundPolylinePrimitive to signal worker that scenemode is 3D only.
this._scene3DOnly = false;
}
Object.defineProperties(GroundPolylineGeometry.prototype, {
/**
* The number of elements used to pack the object into an array.
* @memberof GroundPolylineGeometry.prototype
* @type {Number}
* @readonly
* @private
*/
packedLength: {
get: function () {
return (
1.0 +
this._positions.length * 3 +
1.0 +
1.0 +
1.0 +
Ellipsoid.packedLength +
1.0 +
1.0
);
},
},
});
/**
* Set the GroundPolylineGeometry's projection and ellipsoid.
* Used by GroundPolylinePrimitive to signal scene information to the geometry for generating 2D attributes.
*
* @param {GroundPolylineGeometry} groundPolylineGeometry GroundPolylinGeometry describing a polyline on terrain or 3D Tiles.
* @param {Projection} mapProjection A MapProjection used for projecting cartographic coordinates to 2D.
* @private
*/
GroundPolylineGeometry.setProjectionAndEllipsoid = function (
groundPolylineGeometry,
mapProjection
) {
let projectionIndex = 0;
for (let i = 0; i < PROJECTION_COUNT; i++) {
if (mapProjection instanceof PROJECTIONS[i]) {
projectionIndex = i;
break;
}
}
groundPolylineGeometry._projectionIndex = projectionIndex;
groundPolylineGeometry._ellipsoid = mapProjection.ellipsoid;
};
const cart3Scratch1 = new Cartesian3();
const cart3Scratch2 = new Cartesian3();
const cart3Scratch3 = new Cartesian3();
function computeRightNormal(start, end, maxHeight, ellipsoid, result) {
const startBottom = getPosition(ellipsoid, start, 0.0, cart3Scratch1);
const startTop = getPosition(ellipsoid, start, maxHeight, cart3Scratch2);
const endBottom = getPosition(ellipsoid, end, 0.0, cart3Scratch3);
const up = direction(startTop, startBottom, cart3Scratch2);
const forward = direction(endBottom, startBottom, cart3Scratch3);
Cartesian3.cross(forward, up, result);
return Cartesian3.normalize(result, result);
}
const interpolatedCartographicScratch = new Cartographic();
const interpolatedBottomScratch = new Cartesian3();
const interpolatedTopScratch = new Cartesian3();
const interpolatedNormalScratch = new Cartesian3();
function interpolateSegment(
start,
end,
minHeight,
maxHeight,
granularity,
arcType,
ellipsoid,
normalsArray,
bottomPositionsArray,
topPositionsArray,
cartographicsArray
) {
if (granularity === 0.0) {
return;
}
let ellipsoidLine;
if (arcType === ArcType.GEODESIC) {
ellipsoidLine = new EllipsoidGeodesic(start, end, ellipsoid);
} else if (arcType === ArcType.RHUMB) {
ellipsoidLine = new EllipsoidRhumbLine(start, end, ellipsoid);
}
const surfaceDistance = ellipsoidLine.surfaceDistance;
if (surfaceDistance < granularity) {
return;
}
// Compute rightwards normal applicable at all interpolated points
const interpolatedNormal = computeRightNormal(
start,
end,
maxHeight,
ellipsoid,
interpolatedNormalScratch
);
const segments = Math.ceil(surfaceDistance / granularity);
const interpointDistance = surfaceDistance / segments;
let distanceFromStart = interpointDistance;
const pointsToAdd = segments - 1;
let packIndex = normalsArray.length;
for (let i = 0; i < pointsToAdd; i++) {
const interpolatedCartographic = ellipsoidLine.interpolateUsingSurfaceDistance(
distanceFromStart,
interpolatedCartographicScratch
);
const interpolatedBottom = getPosition(
ellipsoid,
interpolatedCartographic,
minHeight,
interpolatedBottomScratch
);
const interpolatedTop = getPosition(
ellipsoid,
interpolatedCartographic,
maxHeight,
interpolatedTopScratch
);
Cartesian3.pack(interpolatedNormal, normalsArray, packIndex);
Cartesian3.pack(interpolatedBottom, bottomPositionsArray, packIndex);
Cartesian3.pack(interpolatedTop, topPositionsArray, packIndex);
cartographicsArray.push(interpolatedCartographic.latitude);
cartographicsArray.push(interpolatedCartographic.longitude);
packIndex += 3;
distanceFromStart += interpointDistance;
}
}
const heightlessCartographicScratch = new Cartographic();
function getPosition(ellipsoid, cartographic, height, result) {
Cartographic.clone(cartographic, heightlessCartographicScratch);
heightlessCartographicScratch.height = height;
return Cartographic.toCartesian(
heightlessCartographicScratch,
ellipsoid,
result
);
}
/**
* Stores the provided instance into the provided array.
*
* @param {PolygonGeometry} 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
*/
GroundPolylineGeometry.pack = function (value, array, startingIndex) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("value", value);
Check.defined("array", array);
//>>includeEnd('debug');
let index = defaultValue(startingIndex, 0);
const positions = value._positions;
const positionsLength = positions.length;
array[index++] = positionsLength;
for (let i = 0; i < positionsLength; ++i) {
const cartesian = positions[i];
Cartesian3.pack(cartesian, array, index);
index += 3;
}
array[index++] = value.granularity;
array[index++] = value.loop ? 1.0 : 0.0;
array[index++] = value.arcType;
Ellipsoid.pack(value._ellipsoid, array, index);
index += Ellipsoid.packedLength;
array[index++] = value._projectionIndex;
array[index++] = value._scene3DOnly ? 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 {PolygonGeometry} [result] The object into which to store the result.
*/
GroundPolylineGeometry.unpack = function (array, startingIndex, result) {
//>>includeStart('debug', pragmas.debug);
Check.defined("array", array);
//>>includeEnd('debug');
let index = defaultValue(startingIndex, 0);
const positionsLength = array[index++];
const positions = new Array(positionsLength);
for (let i = 0; i < positionsLength; i++) {
positions[i] = Cartesian3.unpack(array, index);
index += 3;
}
const granularity = array[index++];
const loop = array[index++] === 1.0;
const arcType = array[index++];
const ellipsoid = Ellipsoid.unpack(array, index);
index += Ellipsoid.packedLength;
const projectionIndex = array[index++];
const scene3DOnly = array[index++] === 1.0;
if (!defined(result)) {
result = new GroundPolylineGeometry({
positions: positions,
});
}
result._positions = positions;
result.granularity = granularity;
result.loop = loop;
result.arcType = arcType;
result._ellipsoid = ellipsoid;
result._projectionIndex = projectionIndex;
result._scene3DOnly = scene3DOnly;
return result;
};
function direction(target, origin, result) {
Cartesian3.subtract(target, origin, result);
Cartesian3.normalize(result, result);
return result;
}
function tangentDirection(target, origin, up, result) {
result = direction(target, origin, result);
// orthogonalize
result = Cartesian3.cross(result, up, result);
result = Cartesian3.normalize(result, result);
result = Cartesian3.cross(up, result, result);
return result;
}
const toPreviousScratch = new Cartesian3();
const toNextScratch = new Cartesian3();
const forwardScratch = new Cartesian3();
const vertexUpScratch = new Cartesian3();
const cosine90 = 0.0;
const cosine180 = -1.0;
function computeVertexMiterNormal(
previousBottom,
vertexBottom,
vertexTop,
nextBottom,
result
) {
const up = direction(vertexTop, vertexBottom, vertexUpScratch);
// Compute vectors pointing towards neighboring points but tangent to this point on the ellipsoid
const toPrevious = tangentDirection(
previousBottom,
vertexBottom,
up,
toPreviousScratch
);
const toNext = tangentDirection(nextBottom, vertexBottom, up, toNextScratch);
// Check if tangents are almost opposite - if so, no need to miter.
if (
CesiumMath.equalsEpsilon(
Cartesian3.dot(toPrevious, toNext),
cosine180,
CesiumMath.EPSILON5
)
) {
result = Cartesian3.cross(up, toPrevious, result);
result = Cartesian3.normalize(result, result);
return result;
}
// Average directions to previous and to next in the plane of Up
result = Cartesian3.add(toNext, toPrevious, result);
result = Cartesian3.normalize(result, result);
// Flip the normal if it isn't pointing roughly bound right (aka if forward is pointing more "backwards")
const forward = Cartesian3.cross(up, result, forwardScratch);
if (Cartesian3.dot(toNext, forward) < cosine90) {
result = Cartesian3.negate(result, result);
}
return result;
}
const XZ_PLANE = Plane.fromPointNormal(Cartesian3.ZERO, Cartesian3.UNIT_Y);
const previousBottomScratch = new Cartesian3();
const vertexBottomScratch = new Cartesian3();
const vertexTopScratch = new Cartesian3();
const nextBottomScratch = new Cartesian3();
const vertexNormalScratch = new Cartesian3();
const intersectionScratch = new Cartesian3();
const cartographicScratch0 = new Cartographic();
const cartographicScratch1 = new Cartographic();
const cartographicIntersectionScratch = new Cartographic();
/**
* Computes shadow volumes for the ground polyline, consisting of its vertices, indices, and a bounding sphere.
* Vertices are "fat," packing all the data needed in each volume to describe a line on terrain or 3D Tiles.
* Should not be called independent of {@link GroundPolylinePrimitive}.
*
* @param {GroundPolylineGeometry} groundPolylineGeometry
* @private
*/
GroundPolylineGeometry.createGeometry = function (groundPolylineGeometry) {
const compute2dAttributes = !groundPolylineGeometry._scene3DOnly;
let loop = groundPolylineGeometry.loop;
const ellipsoid = groundPolylineGeometry._ellipsoid;
const granularity = groundPolylineGeometry.granularity;
const arcType = groundPolylineGeometry.arcType;
const projection = new PROJECTIONS[groundPolylineGeometry._projectionIndex](
ellipsoid
);
const minHeight = WALL_INITIAL_MIN_HEIGHT;
const maxHeight = WALL_INITIAL_MAX_HEIGHT;
let index;
let i;
const positions = groundPolylineGeometry._positions;
const positionsLength = positions.length;
if (positionsLength === 2) {
loop = false;
}
// Split positions across the IDL and the Prime Meridian as well.
// Split across prime meridian because very large geometries crossing the Prime Meridian but not the IDL
// may get split by the plane of IDL + Prime Meridian.
let p0;
let p1;
let c0;
let c1;
const rhumbLine = new EllipsoidRhumbLine(undefined, undefined, ellipsoid);
let intersection;
let intersectionCartographic;
let intersectionLongitude;
const splitPositions = [positions[0]];
for (i = 0; i < positionsLength - 1; i++) {
p0 = positions[i];
p1 = positions[i + 1];
intersection = IntersectionTests.lineSegmentPlane(
p0,
p1,
XZ_PLANE,
intersectionScratch
);
if (
defined(intersection) &&
!Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
!Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
) {
if (groundPolylineGeometry.arcType === ArcType.GEODESIC) {
splitPositions.push(Cartesian3.clone(intersection));
} else if (groundPolylineGeometry.arcType === ArcType.RHUMB) {
intersectionLongitude = ellipsoid.cartesianToCartographic(
intersection,
cartographicScratch0
).longitude;
c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0);
c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1);
rhumbLine.setEndPoints(c0, c1);
intersectionCartographic = rhumbLine.findIntersectionWithLongitude(
intersectionLongitude,
cartographicIntersectionScratch
);
intersection = ellipsoid.cartographicToCartesian(
intersectionCartographic,
intersectionScratch
);
if (
defined(intersection) &&
!Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
!Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
) {
splitPositions.push(Cartesian3.clone(intersection));
}
}
}
splitPositions.push(p1);
}
if (loop) {
p0 = positions[positionsLength - 1];
p1 = positions[0];
intersection = IntersectionTests.lineSegmentPlane(
p0,
p1,
XZ_PLANE,
intersectionScratch
);
if (
defined(intersection) &&
!Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
!Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
) {
if (groundPolylineGeometry.arcType === ArcType.GEODESIC) {
splitPositions.push(Cartesian3.clone(intersection));
} else if (groundPolylineGeometry.arcType === ArcType.RHUMB) {
intersectionLongitude = ellipsoid.cartesianToCartographic(
intersection,
cartographicScratch0
).longitude;
c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0);
c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1);
rhumbLine.setEndPoints(c0, c1);
intersectionCartographic = rhumbLine.findIntersectionWithLongitude(
intersectionLongitude,
cartographicIntersectionScratch
);
intersection = ellipsoid.cartographicToCartesian(
intersectionCartographic,
intersectionScratch
);
if (
defined(intersection) &&
!Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
!Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
) {
splitPositions.push(Cartesian3.clone(intersection));
}
}
}
}
let cartographicsLength = splitPositions.length;
let cartographics = new Array(cartographicsLength);
for (i = 0; i < cartographicsLength; i++) {
const cartographic = Cartographic.fromCartesian(
splitPositions[i],
ellipsoid
);
cartographic.height = 0.0;
cartographics[i] = cartographic;
}
cartographics = arrayRemoveDuplicates(
cartographics,
Cartographic.equalsEpsilon
);
cartographicsLength = cartographics.length;
if (cartographicsLength < 2) {
return undefined;
}
/**** Build heap-side arrays for positions, interpolated cartographics, and normals from which to compute vertices ****/
// We build a "wall" and then decompose it into separately connected component "volumes" because we need a lot
// of information about the wall. Also, this simplifies interpolation.
// Convention: "next" and "end" are locally forward to each segment of the wall,
// and we are computing normals pointing towards the local right side of the vertices in each segment.
const cartographicsArray = [];
const normalsArray = [];
const bottomPositionsArray = [];
const topPositionsArray = [];
let previousBottom = previousBottomScratch;
let vertexBottom = vertexBottomScratch;
let vertexTop = vertexTopScratch;
let nextBottom = nextBottomScratch;
let vertexNormal = vertexNormalScratch;
// First point - either loop or attach a "perpendicular" normal
const startCartographic = cartographics[0];
const nextCartographic = cartographics[1];
const prestartCartographic = cartographics[cartographicsLength - 1];
previousBottom = getPosition(
ellipsoid,
prestartCartographic,
minHeight,
previousBottom
);
nextBottom = getPosition(ellipsoid, nextCartographic, minHeight, nextBottom);
vertexBottom = getPosition(
ellipsoid,
startCartographic,
minHeight,
vertexBottom
);
vertexTop = getPosition(ellipsoid, startCartographic, maxHeight, vertexTop);
if (loop) {
vertexNormal = computeVertexMiterNormal(
previousBottom,
vertexBottom,
vertexTop,
nextBottom,
vertexNormal
);
} else {
vertexNormal = computeRightNormal(
startCartographic,
nextCartographic,
maxHeight,
ellipsoid,
vertexNormal
);
}
Cartesian3.pack(vertexNormal, normalsArray, 0);
Cartesian3.pack(vertexBottom, bottomPositionsArray, 0);
Cartesian3.pack(vertexTop, topPositionsArray, 0);
cartographicsArray.push(startCartographic.latitude);
cartographicsArray.push(startCartographic.longitude);
interpolateSegment(
startCartographic,
nextCartographic,
minHeight,
maxHeight,
granularity,
arcType,
ellipsoid,
normalsArray,
bottomPositionsArray,
topPositionsArray,
cartographicsArray
);
// All inbetween points
for (i = 1; i < cartographicsLength - 1; ++i) {
previousBottom = Cartesian3.clone(vertexBottom, previousBottom);
vertexBottom = Cartesian3.clone(nextBottom, vertexBottom);
const vertexCartographic = cartographics[i];
getPosition(ellipsoid, vertexCartographic, maxHeight, vertexTop);
getPosition(ellipsoid, cartographics[i + 1], minHeight, nextBottom);
computeVertexMiterNormal(
previousBottom,
vertexBottom,
vertexTop,
nextBottom,
vertexNormal
);
index = normalsArray.length;
Cartesian3.pack(vertexNormal, normalsArray, index);
Cartesian3.pack(vertexBottom, bottomPositionsArray, index);
Cartesian3.pack(vertexTop, topPositionsArray, index);
cartographicsArray.push(vertexCartographic.latitude);
cartographicsArray.push(vertexCartographic.longitude);
interpolateSegment(
cartographics[i],
cartographics[i + 1],
minHeight,
maxHeight,
granularity,
arcType,
ellipsoid,
normalsArray,
bottomPositionsArray,
topPositionsArray,
cartographicsArray
);
}
// Last point - either loop or attach a normal "perpendicular" to the wall.
const endCartographic = cartographics[cartographicsLength - 1];
const preEndCartographic = cartographics[cartographicsLength - 2];
vertexBottom = getPosition(
ellipsoid,
endCartographic,
minHeight,
vertexBottom
);
vertexTop = getPosition(ellipsoid, endCartographic, maxHeight, vertexTop);
if (loop) {
const postEndCartographic = cartographics[0];
previousBottom = getPosition(
ellipsoid,
preEndCartographic,
minHeight,
previousBottom
);
nextBottom = getPosition(
ellipsoid,
postEndCartographic,
minHeight,
nextBottom
);
vertexNormal = computeVertexMiterNormal(
previousBottom,
vertexBottom,
vertexTop,
nextBottom,
vertexNormal
);
} else {
vertexNormal = computeRightNormal(
preEndCartographic,
endCartographic,
maxHeight,
ellipsoid,
vertexNormal
);
}
index = normalsArray.length;
Cartesian3.pack(vertexNormal, normalsArray, index);
Cartesian3.pack(vertexBottom, bottomPositionsArray, index);
Cartesian3.pack(vertexTop, topPositionsArray, index);
cartographicsArray.push(endCartographic.latitude);
cartographicsArray.push(endCartographic.longitude);
if (loop) {
interpolateSegment(
endCartographic,
startCartographic,
minHeight,
maxHeight,
granularity,
arcType,
ellipsoid,
normalsArray,
bottomPositionsArray,
topPositionsArray,
cartographicsArray
);
index = normalsArray.length;
for (i = 0; i < 3; ++i) {
normalsArray[index + i] = normalsArray[i];
bottomPositionsArray[index + i] = bottomPositionsArray[i];
topPositionsArray[index + i] = topPositionsArray[i];
}
cartographicsArray.push(startCartographic.latitude);
cartographicsArray.push(startCartographic.longitude);
}
return generateGeometryAttributes(
loop,
projection,
bottomPositionsArray,
topPositionsArray,
normalsArray,
cartographicsArray,
compute2dAttributes
);
};
// If the end normal angle is too steep compared to the direction of the line segment,
// "break" the miter by rotating the normal 90 degrees around the "up" direction at the point
// For ultra precision we would want to project into a plane, but in practice this is sufficient.
const lineDirectionScratch = new Cartesian3();
const matrix3Scratch = new Matrix3();
const quaternionScratch = new Quaternion();
function breakMiter(endGeometryNormal, startBottom, endBottom, endTop) {
const lineDirection = direction(endBottom, startBottom, lineDirectionScratch);
const dot = Cartesian3.dot(lineDirection, endGeometryNormal);
if (dot > MITER_BREAK_SMALL || dot < MITER_BREAK_LARGE) {
const vertexUp = direction(endTop, endBottom, vertexUpScratch);
const angle =
dot < MITER_BREAK_LARGE
? CesiumMath.PI_OVER_TWO
: -CesiumMath.PI_OVER_TWO;
const quaternion = Quaternion.fromAxisAngle(
vertexUp,
angle,
quaternionScratch
);
const rotationMatrix = Matrix3.fromQuaternion(quaternion, matrix3Scratch);
Matrix3.multiplyByVector(
rotationMatrix,
endGeometryNormal,
endGeometryNormal
);
return true;
}
return false;
}
const endPosCartographicScratch = new Cartographic();
const normalStartpointScratch = new Cartesian3();
const normalEndpointScratch = new Cartesian3();
function projectNormal(
projection,
cartographic,
normal,
projectedPosition,
result
) {
const position = Cartographic.toCartesian(
cartographic,
projection._ellipsoid,
normalStartpointScratch
);
let normalEndpoint = Cartesian3.add(position, normal, normalEndpointScratch);
let flipNormal = false;
const ellipsoid = projection._ellipsoid;
let normalEndpointCartographic = ellipsoid.cartesianToCartographic(
normalEndpoint,
endPosCartographicScratch
);
// If normal crosses the IDL, go the other way and flip the result.
// In practice this almost never happens because the cartographic start
// and end points of each segment are "nudged" to be on the same side
// of the IDL and slightly away from the IDL.
if (
Math.abs(cartographic.longitude - normalEndpointCartographic.longitude) >
CesiumMath.PI_OVER_TWO
) {
flipNormal = true;
normalEndpoint = Cartesian3.subtract(
position,
normal,
normalEndpointScratch
);
normalEndpointCartographic = ellipsoid.cartesianToCartographic(
normalEndpoint,
endPosCartographicScratch
);
}
normalEndpointCartographic.height = 0.0;
const normalEndpointProjected = projection.project(
normalEndpointCartographic,
result
);
result = Cartesian3.subtract(
normalEndpointProjected,
projectedPosition,
result
);
result.z = 0.0;
result = Cartesian3.normalize(result, result);
if (flipNormal) {
Cartesian3.negate(result, result);
}
return result;
}
const adjustHeightNormalScratch = new Cartesian3();
const adjustHeightOffsetScratch = new Cartesian3();
function adjustHeights(
bottom,
top,
minHeight,
maxHeight,
adjustHeightBottom,
adjustHeightTop
) {
// bottom and top should be at WALL_INITIAL_MIN_HEIGHT and WALL_INITIAL_MAX_HEIGHT, respectively
const adjustHeightNormal = Cartesian3.subtract(
top,
bottom,
adjustHeightNormalScratch
);
Cartesian3.normalize(adjustHeightNormal, adjustHeightNormal);
const distanceForBottom = minHeight - WALL_INITIAL_MIN_HEIGHT;
let adjustHeightOffset = Cartesian3.multiplyByScalar(
adjustHeightNormal,
distanceForBottom,
adjustHeightOffsetScratch
);
Cartesian3.add(bottom, adjustHeightOffset, adjustHeightBottom);
const distanceForTop = maxHeight - WALL_INITIAL_MAX_HEIGHT;
adjustHeightOffset = Cartesian3.multiplyByScalar(
adjustHeightNormal,
distanceForTop,
adjustHeightOffsetScratch
);
Cartesian3.add(top, adjustHeightOffset, adjustHeightTop);
}
const nudgeDirectionScratch = new Cartesian3();
function nudgeXZ(start, end) {
const startToXZdistance = Plane.getPointDistance(XZ_PLANE, start);
const endToXZdistance = Plane.getPointDistance(XZ_PLANE, end);
let offset = nudgeDirectionScratch;
// Larger epsilon than what's used in GeometryPipeline, a centimeter in world space
if (CesiumMath.equalsEpsilon(startToXZdistance, 0.0, CesiumMath.EPSILON2)) {
offset = direction(end, start, offset);
Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset);
Cartesian3.add(start, offset, start);
} else if (
CesiumMath.equalsEpsilon(endToXZdistance, 0.0, CesiumMath.EPSILON2)
) {
offset = direction(start, end, offset);
Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset);
Cartesian3.add(end, offset, end);
}
}
// "Nudge" cartographic coordinates so start and end are on the same side of the IDL.
// Nudge amounts are tiny, basically just an IDL flip.
// Only used for 2D/CV.
function nudgeCartographic(start, end) {
const absStartLon = Math.abs(start.longitude);
const absEndLon = Math.abs(end.longitude);
if (
CesiumMath.equalsEpsilon(absStartLon, CesiumMath.PI, CesiumMath.EPSILON11)
) {
const endSign = CesiumMath.sign(end.longitude);
start.longitude = endSign * (absStartLon - CesiumMath.EPSILON11);
return 1;
} else if (
CesiumMath.equalsEpsilon(absEndLon, CesiumMath.PI, CesiumMath.EPSILON11)
) {
const startSign = CesiumMath.sign(start.longitude);
end.longitude = startSign * (absEndLon - CesiumMath.EPSILON11);
return 2;
}
return 0;
}
const startCartographicScratch = new Cartographic();
const endCartographicScratch = new Cartographic();
const segmentStartTopScratch = new Cartesian3();
const segmentEndTopScratch = new Cartesian3();
const segmentStartBottomScratch = new Cartesian3();
const segmentEndBottomScratch = new Cartesian3();
const segmentStartNormalScratch = new Cartesian3();
const segmentEndNormalScratch = new Cartesian3();
const getHeightCartographics = [
startCartographicScratch,
endCartographicScratch,
];
const getHeightRectangleScratch = new Rectangle();
const adjustHeightStartTopScratch = new Cartesian3();
const adjustHeightEndTopScratch = new Cartesian3();
const adjustHeightStartBottomScratch = new Cartesian3();
const adjustHeightEndBottomScratch = new Cartesian3();
const segmentStart2DScratch = new Cartesian3();
const segmentEnd2DScratch = new Cartesian3();
const segmentStartNormal2DScratch = new Cartesian3();
const segmentEndNormal2DScratch = new Cartesian3();
const offsetScratch = new Cartesian3();
const startUpScratch = new Cartesian3();
const endUpScratch = new Cartesian3();
const rightScratch = new Cartesian3();
const startPlaneNormalScratch = new Cartesian3();
const endPlaneNormalScratch = new Cartesian3();
const encodeScratch = new EncodedCartesian3();