Agriculture-front-end/public/Cesium/Workers/PolygonPipeline-fd46002b.js
2023-04-16 22:33:44 +08:00

455 lines
21 KiB
JavaScript

/**
* Cesium - https://github.com/CesiumGS/cesium
*
* Copyright 2011-2020 Cesium Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* Columbus View (Pat. Pend.)
*
* Portions licensed separately.
* See https://github.com/CesiumGS/cesium/blob/master/LICENSE.md for full licensing details.
*/
define(['exports', './when-8d13db60', './Check-70bec281', './Math-61ede240', './Cartographic-fe4be337', './Cartesian2-85064f09', './WebGLConstants-4c11ee5f', './ComponentDatatype-5862616f', './GeometryAttribute-ed9d707f', './PrimitiveType-97893bc7', './EllipsoidRhumbLine-f161e674', './earcut-2.2.1-b404d9e6'], function (exports, when, Check, _Math, Cartographic, Cartesian2, WebGLConstants, ComponentDatatype, GeometryAttribute, PrimitiveType, EllipsoidRhumbLine, earcut2_2_1) { 'use strict';
/**
* Winding order defines the order of vertices for a triangle to be considered front-facing.
*
* @exports WindingOrder
*/
var WindingOrder = {
/**
* Vertices are in clockwise order.
*
* @type {Number}
* @constant
*/
CLOCKWISE : WebGLConstants.WebGLConstants.CW,
/**
* Vertices are in counter-clockwise order.
*
* @type {Number}
* @constant
*/
COUNTER_CLOCKWISE : WebGLConstants.WebGLConstants.CCW,
/**
* @private
*/
validate : function(windingOrder) {
return windingOrder === WindingOrder.CLOCKWISE ||
windingOrder === WindingOrder.COUNTER_CLOCKWISE;
}
};
var WindingOrder$1 = Object.freeze(WindingOrder);
var scaleToGeodeticHeightN = new Cartographic.Cartesian3();
var scaleToGeodeticHeightP = new Cartographic.Cartesian3();
/**
* @private
*/
var PolygonPipeline = {};
/**
* @exception {DeveloperError} At least three positions are required.
*/
PolygonPipeline.computeArea2D = function(positions) {
//>>includeStart('debug', pragmas.debug);
Check.Check.defined('positions', positions);
Check.Check.typeOf.number.greaterThanOrEquals('positions.length', positions.length, 3);
//>>includeEnd('debug');
var length = positions.length;
var area = 0.0;
for ( var i0 = length - 1, i1 = 0; i1 < length; i0 = i1++) {
var v0 = positions[i0];
var v1 = positions[i1];
area += (v0.x * v1.y) - (v1.x * v0.y);
}
return area * 0.5;
};
/**
* @returns {WindingOrder} The winding order.
*
* @exception {DeveloperError} At least three positions are required.
*/
PolygonPipeline.computeWindingOrder2D = function(positions) {
var area = PolygonPipeline.computeArea2D(positions);
return (area > 0.0) ? WindingOrder$1.COUNTER_CLOCKWISE : WindingOrder$1.CLOCKWISE;
};
/**
* Triangulate a polygon.
*
* @param {Cartesian2[]} positions Cartesian2 array containing the vertices of the polygon
* @param {Number[]} [holes] An array of the staring indices of the holes.
* @returns {Number[]} Index array representing triangles that fill the polygon
*/
PolygonPipeline.triangulate = function(positions, holes) {
//>>includeStart('debug', pragmas.debug);
Check.Check.defined('positions', positions);
//>>includeEnd('debug');
var flattenedPositions = Cartesian2.Cartesian2.packArray(positions);
return earcut2_2_1.earcut(flattenedPositions, holes, 2);
};
var subdivisionV0Scratch = new Cartographic.Cartesian3();
var subdivisionV1Scratch = new Cartographic.Cartesian3();
var subdivisionV2Scratch = new Cartographic.Cartesian3();
var subdivisionS0Scratch = new Cartographic.Cartesian3();
var subdivisionS1Scratch = new Cartographic.Cartesian3();
var subdivisionS2Scratch = new Cartographic.Cartesian3();
var subdivisionMidScratch = new Cartographic.Cartesian3();
/**
* Subdivides positions and raises points to the surface of the ellipsoid.
*
* @param {Ellipsoid} ellipsoid The ellipsoid the polygon in on.
* @param {Cartesian3[]} positions An array of {@link Cartesian3} positions of the polygon.
* @param {Number[]} indices An array of indices that determines the triangles in the polygon.
* @param {Number} [granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
*
* @exception {DeveloperError} At least three indices are required.
* @exception {DeveloperError} The number of indices must be divisable by three.
* @exception {DeveloperError} Granularity must be greater than zero.
*/
PolygonPipeline.computeSubdivision = function(ellipsoid, positions, indices, granularity, hasHeight) {
hasHeight = when.defaultValue(hasHeight, false);
granularity = when.defaultValue(granularity, _Math.CesiumMath.RADIANS_PER_DEGREE);
//>>includeStart('debug', pragmas.debug);
Check.Check.typeOf.object('ellipsoid', ellipsoid);
Check.Check.defined('positions', positions);
Check.Check.defined('indices', indices);
Check.Check.typeOf.number.greaterThanOrEquals('indices.length', indices.length, 3);
Check.Check.typeOf.number.equals('indices.length % 3', '0', indices.length % 3, 0);
Check.Check.typeOf.number.greaterThan('granularity', granularity, 0.0);
//>>includeEnd('debug');
// triangles that need (or might need) to be subdivided.
var triangles = indices.slice(0);
// New positions due to edge splits are appended to the positions list.
var i;
var length = positions.length;
var subdividedPositions = new Array(length * 3);
var q = 0;
for (i = 0; i < length; i++) {
var item = positions[i];
subdividedPositions[q++] = item.x;
subdividedPositions[q++] = item.y;
subdividedPositions[q++] = item.z;
}
var subdividedIndices = [];
// Used to make sure shared edges are not split more than once.
var edges = {};
var radius = ellipsoid.maximumRadius;
var minDistance = _Math.CesiumMath.chordLength(granularity, radius);
var minDistanceSqrd = minDistance * minDistance;
while (triangles.length > 0) {
var i2 = triangles.pop();
var i1 = triangles.pop();
var i0 = triangles.pop();
var v0 = Cartographic.Cartesian3.fromArray(subdividedPositions, i0 * 3, subdivisionV0Scratch);
var v1 = Cartographic.Cartesian3.fromArray(subdividedPositions, i1 * 3, subdivisionV1Scratch);
var v2 = Cartographic.Cartesian3.fromArray(subdividedPositions, i2 * 3, subdivisionV2Scratch);
var s0 = hasHeight ? v0 : Cartographic.Cartesian3.multiplyByScalar(Cartographic.Cartesian3.normalize(v0, subdivisionS0Scratch), radius, subdivisionS0Scratch);
var s1 = hasHeight ? v1 : Cartographic.Cartesian3.multiplyByScalar(Cartographic.Cartesian3.normalize(v1, subdivisionS1Scratch), radius, subdivisionS1Scratch);
var s2 = hasHeight ? v2 : Cartographic.Cartesian3.multiplyByScalar(Cartographic.Cartesian3.normalize(v2, subdivisionS2Scratch), radius, subdivisionS2Scratch);
var g0 = Cartographic.Cartesian3.magnitudeSquared(Cartographic.Cartesian3.subtract(s0, s1, subdivisionMidScratch));
var g1 = Cartographic.Cartesian3.magnitudeSquared(Cartographic.Cartesian3.subtract(s1, s2, subdivisionMidScratch));
var g2 = Cartographic.Cartesian3.magnitudeSquared(Cartographic.Cartesian3.subtract(s2, s0, subdivisionMidScratch));
var max = Math.max(g0, g1, g2);
var edge;
var mid;
// if the max length squared of a triangle edge is greater than the chord length of squared
// of the granularity, subdivide the triangle
if (max > minDistanceSqrd) {
if (g0 === max) {
edge = Math.min(i0, i1) + ' ' + Math.max(i0, i1);
i = edges[edge];
if (!when.defined(i)) {
mid = Cartographic.Cartesian3.add(v0, v1, subdivisionMidScratch);
Cartographic.Cartesian3.multiplyByScalar(mid, 0.5, mid);
subdividedPositions.push(mid.x, mid.y, mid.z);
i = subdividedPositions.length / 3 - 1;
edges[edge] = i;
}
triangles.push(i0, i, i2);
triangles.push(i, i1, i2);
} else if (g1 === max) {
edge = Math.min(i1, i2) + ' ' + Math.max(i1, i2);
i = edges[edge];
if (!when.defined(i)) {
mid = Cartographic.Cartesian3.add(v1, v2, subdivisionMidScratch);
Cartographic.Cartesian3.multiplyByScalar(mid, 0.5, mid);
subdividedPositions.push(mid.x, mid.y, mid.z);
i = subdividedPositions.length / 3 - 1;
edges[edge] = i;
}
triangles.push(i1, i, i0);
triangles.push(i, i2, i0);
} else if (g2 === max) {
edge = Math.min(i2, i0) + ' ' + Math.max(i2, i0);
i = edges[edge];
if (!when.defined(i)) {
mid = Cartographic.Cartesian3.add(v2, v0, subdivisionMidScratch);
Cartographic.Cartesian3.multiplyByScalar(mid, 0.5, mid);
subdividedPositions.push(mid.x, mid.y, mid.z);
i = subdividedPositions.length / 3 - 1;
edges[edge] = i;
}
triangles.push(i2, i, i1);
triangles.push(i, i0, i1);
}
} else {
subdividedIndices.push(i0);
subdividedIndices.push(i1);
subdividedIndices.push(i2);
}
}
return new GeometryAttribute.Geometry({
attributes : {
position : new GeometryAttribute.GeometryAttribute({
componentDatatype : ComponentDatatype.ComponentDatatype.DOUBLE,
componentsPerAttribute : 3,
values : subdividedPositions
})
},
indices : subdividedIndices,
primitiveType : PrimitiveType.PrimitiveType.TRIANGLES
});
};
var subdivisionC0Scratch = new Cartographic.Cartographic();
var subdivisionC1Scratch = new Cartographic.Cartographic();
var subdivisionC2Scratch = new Cartographic.Cartographic();
var subdivisionCartographicScratch = new Cartographic.Cartographic();
/**
* Subdivides positions on rhumb lines and raises points to the surface of the ellipsoid.
*
* @param {Ellipsoid} ellipsoid The ellipsoid the polygon in on.
* @param {Cartesian3[]} positions An array of {@link Cartesian3} positions of the polygon.
* @param {Number[]} indices An array of indices that determines the triangles in the polygon.
* @param {Number} [granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
*
* @exception {DeveloperError} At least three indices are required.
* @exception {DeveloperError} The number of indices must be divisable by three.
* @exception {DeveloperError} Granularity must be greater than zero.
*/
PolygonPipeline.computeRhumbLineSubdivision = function(ellipsoid, positions, indices, granularity) {
granularity = when.defaultValue(granularity, _Math.CesiumMath.RADIANS_PER_DEGREE);
//>>includeStart('debug', pragmas.debug);
Check.Check.typeOf.object('ellipsoid', ellipsoid);
Check.Check.defined('positions', positions);
Check.Check.defined('indices', indices);
Check.Check.typeOf.number.greaterThanOrEquals('indices.length', indices.length, 3);
Check.Check.typeOf.number.equals('indices.length % 3', '0', indices.length % 3, 0);
Check.Check.typeOf.number.greaterThan('granularity', granularity, 0.0);
//>>includeEnd('debug');
// triangles that need (or might need) to be subdivided.
var triangles = indices.slice(0);
// New positions due to edge splits are appended to the positions list.
var i;
var length = positions.length;
var subdividedPositions = new Array(length * 3);
var q = 0;
for (i = 0; i < length; i++) {
var item = positions[i];
subdividedPositions[q++] = item.x;
subdividedPositions[q++] = item.y;
subdividedPositions[q++] = item.z;
}
var subdividedIndices = [];
// Used to make sure shared edges are not split more than once.
var edges = {};
var radius = ellipsoid.maximumRadius;
var minDistance = _Math.CesiumMath.chordLength(granularity, radius);
var rhumb0 = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid);
var rhumb1 = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid);
var rhumb2 = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid);
while (triangles.length > 0) {
var i2 = triangles.pop();
var i1 = triangles.pop();
var i0 = triangles.pop();
var v0 = Cartographic.Cartesian3.fromArray(subdividedPositions, i0 * 3, subdivisionV0Scratch);
var v1 = Cartographic.Cartesian3.fromArray(subdividedPositions, i1 * 3, subdivisionV1Scratch);
var v2 = Cartographic.Cartesian3.fromArray(subdividedPositions, i2 * 3, subdivisionV2Scratch);
var c0 = ellipsoid.cartesianToCartographic(v0, subdivisionC0Scratch);
var c1 = ellipsoid.cartesianToCartographic(v1, subdivisionC1Scratch);
var c2 = ellipsoid.cartesianToCartographic(v2, subdivisionC2Scratch);
rhumb0.setEndPoints(c0, c1);
var g0 = rhumb0.surfaceDistance;
rhumb1.setEndPoints(c1, c2);
var g1 = rhumb1.surfaceDistance;
rhumb2.setEndPoints(c2, c0);
var g2 = rhumb2.surfaceDistance;
var max = Math.max(g0, g1, g2);
var edge;
var mid;
var midHeight;
var midCartesian3;
// if the max length squared of a triangle edge is greater than granularity, subdivide the triangle
if (max > minDistance) {
if (g0 === max) {
edge = Math.min(i0, i1) + ' ' + Math.max(i0, i1);
i = edges[edge];
if (!when.defined(i)) {
mid = rhumb0.interpolateUsingFraction(0.5, subdivisionCartographicScratch);
midHeight = (c0.height + c1.height) * 0.5;
midCartesian3 = Cartographic.Cartesian3.fromRadians(mid.longitude, mid.latitude, midHeight, ellipsoid, subdivisionMidScratch);
subdividedPositions.push(midCartesian3.x, midCartesian3.y, midCartesian3.z);
i = subdividedPositions.length / 3 - 1;
edges[edge] = i;
}
triangles.push(i0, i, i2);
triangles.push(i, i1, i2);
} else if (g1 === max) {
edge = Math.min(i1, i2) + ' ' + Math.max(i1, i2);
i = edges[edge];
if (!when.defined(i)) {
mid = rhumb1.interpolateUsingFraction(0.5, subdivisionCartographicScratch);
midHeight = (c1.height + c2.height) * 0.5;
midCartesian3 = Cartographic.Cartesian3.fromRadians(mid.longitude, mid.latitude, midHeight, ellipsoid, subdivisionMidScratch);
subdividedPositions.push(midCartesian3.x, midCartesian3.y, midCartesian3.z);
i = subdividedPositions.length / 3 - 1;
edges[edge] = i;
}
triangles.push(i1, i, i0);
triangles.push(i, i2, i0);
} else if (g2 === max) {
edge = Math.min(i2, i0) + ' ' + Math.max(i2, i0);
i = edges[edge];
if (!when.defined(i)) {
mid = rhumb2.interpolateUsingFraction(0.5, subdivisionCartographicScratch);
midHeight = (c2.height + c0.height) * 0.5;
midCartesian3 = Cartographic.Cartesian3.fromRadians(mid.longitude, mid.latitude, midHeight, ellipsoid, subdivisionMidScratch);
subdividedPositions.push(midCartesian3.x, midCartesian3.y, midCartesian3.z);
i = subdividedPositions.length / 3 - 1;
edges[edge] = i;
}
triangles.push(i2, i, i1);
triangles.push(i, i0, i1);
}
} else {
subdividedIndices.push(i0);
subdividedIndices.push(i1);
subdividedIndices.push(i2);
}
}
return new GeometryAttribute.Geometry({
attributes : {
position : new GeometryAttribute.GeometryAttribute({
componentDatatype : ComponentDatatype.ComponentDatatype.DOUBLE,
componentsPerAttribute : 3,
values : subdividedPositions
})
},
indices : subdividedIndices,
primitiveType : PrimitiveType.PrimitiveType.TRIANGLES
});
};
/**
* Scales each position of a geometry's position attribute to a height, in place.
*
* @param {Number[]} positions The array of numbers representing the positions to be scaled
* @param {Number} [height=0.0] The desired height to add to the positions
* @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the positions lie.
* @param {Boolean} [scaleToSurface=true] <code>true</code> if the positions need to be scaled to the surface before the height is added.
* @returns {Number[]} The input array of positions, scaled to height
*/
PolygonPipeline.scaleToGeodeticHeight = function(positions, height, ellipsoid, scaleToSurface) {
ellipsoid = when.defaultValue(ellipsoid, Cartesian2.Ellipsoid.WGS84);
var n = scaleToGeodeticHeightN;
var p = scaleToGeodeticHeightP;
height = when.defaultValue(height, 0.0);
scaleToSurface = when.defaultValue(scaleToSurface, true);
if (when.defined(positions)) {
var length = positions.length;
for ( var i = 0; i < length; i += 3) {
Cartographic.Cartesian3.fromArray(positions, i, p);
if (scaleToSurface) {
p = ellipsoid.scaleToGeodeticSurface(p, p);
}
if (height !== 0) {
n = ellipsoid.geodeticSurfaceNormal(p, n);
Cartographic.Cartesian3.multiplyByScalar(n, height, n);
Cartographic.Cartesian3.add(p, n, p);
}
positions[i] = p.x;
positions[i + 1] = p.y;
positions[i + 2] = p.z;
}
}
return positions;
};
exports.PolygonPipeline = PolygonPipeline;
exports.WindingOrder = WindingOrder$1;
});