| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925 | import BoundingSphere from "./BoundingSphere.js";import Cartesian3 from "./Cartesian3.js";import Check from "./Check.js";import defaultValue from "./defaultValue.js";import defined from "./defined.js";import DeveloperError from "./DeveloperError.js";import GeographicProjection from "./GeographicProjection.js";import HeightmapEncoding from "./HeightmapEncoding.js";import HeightmapTessellator from "./HeightmapTessellator.js";import CesiumMath from "./Math.js";import OrientedBoundingBox from "./OrientedBoundingBox.js";import Rectangle from "./Rectangle.js";import TaskProcessor from "./TaskProcessor.js";import TerrainData from "./TerrainData.js";import TerrainEncoding from "./TerrainEncoding.js";import TerrainMesh from "./TerrainMesh.js";import TerrainProvider from "./TerrainProvider.js";/** * Terrain data for a single tile where the terrain data is represented as a heightmap.  A heightmap * is a rectangular array of heights in row-major order from north to south and west to east. * * @alias HeightmapTerrainData * @constructor * * @param {Object} options Object with the following properties: * @param {Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array} options.buffer The buffer containing height data. * @param {Number} options.width The width (longitude direction) of the heightmap, in samples. * @param {Number} options.height The height (latitude direction) of the heightmap, in samples. * @param {Number} [options.childTileMask=15] A bit mask indicating which of this tile's four children exist. *                 If a child's bit is set, geometry will be requested for that tile as well when it *                 is needed.  If the bit is cleared, the child tile is not requested and geometry is *                 instead upsampled from the parent.  The bit values are as follows: *                 <table> *                  <tr><th>Bit Position</th><th>Bit Value</th><th>Child Tile</th></tr> *                  <tr><td>0</td><td>1</td><td>Southwest</td></tr> *                  <tr><td>1</td><td>2</td><td>Southeast</td></tr> *                  <tr><td>2</td><td>4</td><td>Northwest</td></tr> *                  <tr><td>3</td><td>8</td><td>Northeast</td></tr> *                 </table> * @param {Uint8Array} [options.waterMask] The water mask included in this terrain data, if any.  A water mask is a square *                     Uint8Array or image where a value of 255 indicates water and a value of 0 indicates land. *                     Values in between 0 and 255 are allowed as well to smoothly blend between land and water. * @param {Object} [options.structure] An object describing the structure of the height data. * @param {Number} [options.structure.heightScale=1.0] The factor by which to multiply height samples in order to obtain *                 the height above the heightOffset, in meters.  The heightOffset is added to the resulting *                 height after multiplying by the scale. * @param {Number} [options.structure.heightOffset=0.0] The offset to add to the scaled height to obtain the final *                 height in meters.  The offset is added after the height sample is multiplied by the *                 heightScale. * @param {Number} [options.structure.elementsPerHeight=1] The number of elements in the buffer that make up a single height *                 sample.  This is usually 1, indicating that each element is a separate height sample.  If *                 it is greater than 1, that number of elements together form the height sample, which is *                 computed according to the structure.elementMultiplier and structure.isBigEndian properties. * @param {Number} [options.structure.stride=1] The number of elements to skip to get from the first element of *                 one height to the first element of the next height. * @param {Number} [options.structure.elementMultiplier=256.0] The multiplier used to compute the height value when the *                 stride property is greater than 1.  For example, if the stride is 4 and the strideMultiplier *                 is 256, the height is computed as follows: *                 `height = buffer[index] + buffer[index + 1] * 256 + buffer[index + 2] * 256 * 256 + buffer[index + 3] * 256 * 256 * 256` *                 This is assuming that the isBigEndian property is false.  If it is true, the order of the *                 elements is reversed. * @param {Boolean} [options.structure.isBigEndian=false] Indicates endianness of the elements in the buffer when the *                  stride property is greater than 1.  If this property is false, the first element is the *                  low-order element.  If it is true, the first element is the high-order element. * @param {Number} [options.structure.lowestEncodedHeight] The lowest value that can be stored in the height buffer.  Any heights that are lower *                 than this value after encoding with the `heightScale` and `heightOffset` are clamped to this value.  For example, if the height *                 buffer is a `Uint16Array`, this value should be 0 because a `Uint16Array` cannot store negative numbers.  If this parameter is *                 not specified, no minimum value is enforced. * @param {Number} [options.structure.highestEncodedHeight] The highest value that can be stored in the height buffer.  Any heights that are higher *                 than this value after encoding with the `heightScale` and `heightOffset` are clamped to this value.  For example, if the height *                 buffer is a `Uint16Array`, this value should be `256 * 256 - 1` or 65535 because a `Uint16Array` cannot store numbers larger *                 than 65535.  If this parameter is not specified, no maximum value is enforced. * @param {HeightmapEncoding} [options.encoding=HeightmapEncoding.NONE] The encoding that is used on the buffer. * @param {Boolean} [options.createdByUpsampling=false] True if this instance was created by upsampling another instance; *                  otherwise, false. * * * @example * const buffer = ... * const heightBuffer = new Uint16Array(buffer, 0, that._heightmapWidth * that._heightmapWidth); * const childTileMask = new Uint8Array(buffer, heightBuffer.byteLength, 1)[0]; * const waterMask = new Uint8Array(buffer, heightBuffer.byteLength + 1, buffer.byteLength - heightBuffer.byteLength - 1); * const terrainData = new Cesium.HeightmapTerrainData({ *   buffer : heightBuffer, *   width : 65, *   height : 65, *   childTileMask : childTileMask, *   waterMask : waterMask * }); * * @see TerrainData * @see QuantizedMeshTerrainData * @see GoogleEarthEnterpriseTerrainData */function HeightmapTerrainData(options) {  //>>includeStart('debug', pragmas.debug);  if (!defined(options) || !defined(options.buffer)) {    throw new DeveloperError("options.buffer is required.");  }  if (!defined(options.width)) {    throw new DeveloperError("options.width is required.");  }  if (!defined(options.height)) {    throw new DeveloperError("options.height is required.");  }  //>>includeEnd('debug');  this._buffer = options.buffer;  this._width = options.width;  this._height = options.height;  this._childTileMask = defaultValue(options.childTileMask, 15);  this._encoding = defaultValue(options.encoding, HeightmapEncoding.NONE);  const defaultStructure = HeightmapTessellator.DEFAULT_STRUCTURE;  let structure = options.structure;  if (!defined(structure)) {    structure = defaultStructure;  } else if (structure !== defaultStructure) {    structure.heightScale = defaultValue(      structure.heightScale,      defaultStructure.heightScale    );    structure.heightOffset = defaultValue(      structure.heightOffset,      defaultStructure.heightOffset    );    structure.elementsPerHeight = defaultValue(      structure.elementsPerHeight,      defaultStructure.elementsPerHeight    );    structure.stride = defaultValue(structure.stride, defaultStructure.stride);    structure.elementMultiplier = defaultValue(      structure.elementMultiplier,      defaultStructure.elementMultiplier    );    structure.isBigEndian = defaultValue(      structure.isBigEndian,      defaultStructure.isBigEndian    );  }  this._structure = structure;  this._createdByUpsampling = defaultValue(options.createdByUpsampling, false);  this._waterMask = options.waterMask;  this._skirtHeight = undefined;  this._bufferType =    this._encoding === HeightmapEncoding.LERC      ? Float32Array      : this._buffer.constructor;  this._mesh = undefined;}Object.defineProperties(HeightmapTerrainData.prototype, {  /**   * An array of credits for this tile.   * @memberof HeightmapTerrainData.prototype   * @type {Credit[]}   */  credits: {    get: function () {      return undefined;    },  },  /**   * The water mask included in this terrain data, if any.  A water mask is a square   * Uint8Array or image where a value of 255 indicates water and a value of 0 indicates land.   * Values in between 0 and 255 are allowed as well to smoothly blend between land and water.   * @memberof HeightmapTerrainData.prototype   * @type {Uint8Array|HTMLImageElement|HTMLCanvasElement}   */  waterMask: {    get: function () {      return this._waterMask;    },  },  childTileMask: {    get: function () {      return this._childTileMask;    },  },});const createMeshTaskName = "createVerticesFromHeightmap";const createMeshTaskProcessorNoThrottle = new TaskProcessor(createMeshTaskName);const createMeshTaskProcessorThrottle = new TaskProcessor(  createMeshTaskName,  TerrainData.maximumAsynchronousTasks);/** * Creates a {@link TerrainMesh} from this terrain data. * * @private * * @param {Object} options Object with the following properties: * @param {TilingScheme} options.tilingScheme The tiling scheme to which this tile belongs. * @param {Number} options.x The X coordinate of the tile for which to create the terrain data. * @param {Number} options.y The Y coordinate of the tile for which to create the terrain data. * @param {Number} options.level The level of the tile for which to create the terrain data. * @param {Number} [options.exaggeration=1.0] The scale used to exaggerate the terrain. * @param {Number} [options.exaggerationRelativeHeight=0.0] The height relative to which terrain is exaggerated. * @param {Boolean} [options.throttle=true] If true, indicates that this operation will need to be retried if too many asynchronous mesh creations are already in progress. * @returns {Promise.<TerrainMesh>|undefined} A promise for the terrain mesh, or undefined if too many *          asynchronous mesh creations are already in progress and the operation should *          be retried later. */HeightmapTerrainData.prototype.createMesh = function (options) {  options = defaultValue(options, defaultValue.EMPTY_OBJECT);  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("options.tilingScheme", options.tilingScheme);  Check.typeOf.number("options.x", options.x);  Check.typeOf.number("options.y", options.y);  Check.typeOf.number("options.level", options.level);  //>>includeEnd('debug');  const tilingScheme = options.tilingScheme;  const x = options.x;  const y = options.y;  const level = options.level;  const exaggeration = defaultValue(options.exaggeration, 1.0);  const exaggerationRelativeHeight = defaultValue(    options.exaggerationRelativeHeight,    0.0  );  const throttle = defaultValue(options.throttle, true);  const ellipsoid = tilingScheme.ellipsoid;  const nativeRectangle = tilingScheme.tileXYToNativeRectangle(x, y, level);  const rectangle = tilingScheme.tileXYToRectangle(x, y, level);  // Compute the center of the tile for RTC rendering.  const center = ellipsoid.cartographicToCartesian(Rectangle.center(rectangle));  const structure = this._structure;  const levelZeroMaxError = TerrainProvider.getEstimatedLevelZeroGeometricErrorForAHeightmap(    ellipsoid,    this._width,    tilingScheme.getNumberOfXTilesAtLevel(0)  );  const thisLevelMaxError = levelZeroMaxError / (1 << level);  this._skirtHeight = Math.min(thisLevelMaxError * 4.0, 1000.0);  const createMeshTaskProcessor = throttle    ? createMeshTaskProcessorThrottle    : createMeshTaskProcessorNoThrottle;  const verticesPromise = createMeshTaskProcessor.scheduleTask({    heightmap: this._buffer,    structure: structure,    includeWebMercatorT: true,    width: this._width,    height: this._height,    nativeRectangle: nativeRectangle,    rectangle: rectangle,    relativeToCenter: center,    ellipsoid: ellipsoid,    skirtHeight: this._skirtHeight,    isGeographic: tilingScheme.projection instanceof GeographicProjection,    exaggeration: exaggeration,    exaggerationRelativeHeight: exaggerationRelativeHeight,    encoding: this._encoding,  });  if (!defined(verticesPromise)) {    // Postponed    return undefined;  }  const that = this;  return Promise.resolve(verticesPromise).then(function (result) {    let indicesAndEdges;    if (that._skirtHeight > 0.0) {      indicesAndEdges = TerrainProvider.getRegularGridAndSkirtIndicesAndEdgeIndices(        result.gridWidth,        result.gridHeight      );    } else {      indicesAndEdges = TerrainProvider.getRegularGridIndicesAndEdgeIndices(        result.gridWidth,        result.gridHeight      );    }    const vertexCountWithoutSkirts = result.gridWidth * result.gridHeight;    // Clone complex result objects because the transfer from the web worker    // has stripped them down to JSON-style objects.    that._mesh = new TerrainMesh(      center,      new Float32Array(result.vertices),      indicesAndEdges.indices,      indicesAndEdges.indexCountWithoutSkirts,      vertexCountWithoutSkirts,      result.minimumHeight,      result.maximumHeight,      BoundingSphere.clone(result.boundingSphere3D),      Cartesian3.clone(result.occludeePointInScaledSpace),      result.numberOfAttributes,      OrientedBoundingBox.clone(result.orientedBoundingBox),      TerrainEncoding.clone(result.encoding),      indicesAndEdges.westIndicesSouthToNorth,      indicesAndEdges.southIndicesEastToWest,      indicesAndEdges.eastIndicesNorthToSouth,      indicesAndEdges.northIndicesWestToEast    );    // Free memory received from server after mesh is created.    that._buffer = undefined;    return that._mesh;  });};/** * @param {Object} options Object with the following properties: * @param {TilingScheme} options.tilingScheme The tiling scheme to which this tile belongs. * @param {Number} options.x The X coordinate of the tile for which to create the terrain data. * @param {Number} options.y The Y coordinate of the tile for which to create the terrain data. * @param {Number} options.level The level of the tile for which to create the terrain data. * @param {Number} [options.exaggeration=1.0] The scale used to exaggerate the terrain. * @param {Number} [options.exaggerationRelativeHeight=0.0] The height relative to which terrain is exaggerated. * * @private */HeightmapTerrainData.prototype._createMeshSync = function (options) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("options.tilingScheme", options.tilingScheme);  Check.typeOf.number("options.x", options.x);  Check.typeOf.number("options.y", options.y);  Check.typeOf.number("options.level", options.level);  //>>includeEnd('debug');  const tilingScheme = options.tilingScheme;  const x = options.x;  const y = options.y;  const level = options.level;  const exaggeration = defaultValue(options.exaggeration, 1.0);  const exaggerationRelativeHeight = defaultValue(    options.exaggerationRelativeHeight,    0.0  );  const ellipsoid = tilingScheme.ellipsoid;  const nativeRectangle = tilingScheme.tileXYToNativeRectangle(x, y, level);  const rectangle = tilingScheme.tileXYToRectangle(x, y, level);  // Compute the center of the tile for RTC rendering.  const center = ellipsoid.cartographicToCartesian(Rectangle.center(rectangle));  const structure = this._structure;  const levelZeroMaxError = TerrainProvider.getEstimatedLevelZeroGeometricErrorForAHeightmap(    ellipsoid,    this._width,    tilingScheme.getNumberOfXTilesAtLevel(0)  );  const thisLevelMaxError = levelZeroMaxError / (1 << level);  this._skirtHeight = Math.min(thisLevelMaxError * 4.0, 1000.0);  const result = HeightmapTessellator.computeVertices({    heightmap: this._buffer,    structure: structure,    includeWebMercatorT: true,    width: this._width,    height: this._height,    nativeRectangle: nativeRectangle,    rectangle: rectangle,    relativeToCenter: center,    ellipsoid: ellipsoid,    skirtHeight: this._skirtHeight,    isGeographic: tilingScheme.projection instanceof GeographicProjection,    exaggeration: exaggeration,    exaggerationRelativeHeight: exaggerationRelativeHeight,  });  // Free memory received from server after mesh is created.  this._buffer = undefined;  let indicesAndEdges;  if (this._skirtHeight > 0.0) {    indicesAndEdges = TerrainProvider.getRegularGridAndSkirtIndicesAndEdgeIndices(      this._width,      this._height    );  } else {    indicesAndEdges = TerrainProvider.getRegularGridIndicesAndEdgeIndices(      this._width,      this._height    );  }  const vertexCountWithoutSkirts = result.gridWidth * result.gridHeight;  // No need to clone here (as we do in the async version) because the result  // is not coming from a web worker.  this._mesh = new TerrainMesh(    center,    result.vertices,    indicesAndEdges.indices,    indicesAndEdges.indexCountWithoutSkirts,    vertexCountWithoutSkirts,    result.minimumHeight,    result.maximumHeight,    result.boundingSphere3D,    result.occludeePointInScaledSpace,    result.encoding.stride,    result.orientedBoundingBox,    result.encoding,    indicesAndEdges.westIndicesSouthToNorth,    indicesAndEdges.southIndicesEastToWest,    indicesAndEdges.eastIndicesNorthToSouth,    indicesAndEdges.northIndicesWestToEast  );  return this._mesh;};/** * Computes the terrain height at a specified longitude and latitude. * * @param {Rectangle} rectangle The rectangle covered by this terrain data. * @param {Number} longitude The longitude in radians. * @param {Number} latitude The latitude in radians. * @returns {Number} The terrain height at the specified position.  If the position *          is outside the rectangle, this method will extrapolate the height, which is likely to be wildly *          incorrect for positions far outside the rectangle. */HeightmapTerrainData.prototype.interpolateHeight = function (  rectangle,  longitude,  latitude) {  const width = this._width;  const height = this._height;  const structure = this._structure;  const stride = structure.stride;  const elementsPerHeight = structure.elementsPerHeight;  const elementMultiplier = structure.elementMultiplier;  const isBigEndian = structure.isBigEndian;  const heightOffset = structure.heightOffset;  const heightScale = structure.heightScale;  const isMeshCreated = defined(this._mesh);  const isLERCEncoding = this._encoding === HeightmapEncoding.LERC;  const isInterpolationImpossible = !isMeshCreated && isLERCEncoding;  if (isInterpolationImpossible) {    // We can't interpolate using the buffer because it's LERC encoded    //  so please call createMesh() first and interpolate using the mesh;    //  as mesh creation will decode the LERC buffer    return undefined;  }  let heightSample;  if (isMeshCreated) {    const buffer = this._mesh.vertices;    const encoding = this._mesh.encoding;    heightSample = interpolateMeshHeight(      buffer,      encoding,      heightOffset,      heightScale,      rectangle,      width,      height,      longitude,      latitude    );  } else {    heightSample = interpolateHeight(      this._buffer,      elementsPerHeight,      elementMultiplier,      stride,      isBigEndian,      rectangle,      width,      height,      longitude,      latitude    );    heightSample = heightSample * heightScale + heightOffset;  }  return heightSample;};/** * Upsamples this terrain data for use by a descendant tile.  The resulting instance will contain a subset of the * height samples in this instance, interpolated if necessary. * * @param {TilingScheme} tilingScheme The tiling scheme of this terrain data. * @param {Number} thisX The X coordinate of this tile in the tiling scheme. * @param {Number} thisY The Y coordinate of this tile in the tiling scheme. * @param {Number} thisLevel The level of this tile in the tiling scheme. * @param {Number} descendantX The X coordinate within the tiling scheme of the descendant tile for which we are upsampling. * @param {Number} descendantY The Y coordinate within the tiling scheme of the descendant tile for which we are upsampling. * @param {Number} descendantLevel The level within the tiling scheme of the descendant tile for which we are upsampling. * @returns {Promise.<HeightmapTerrainData>|undefined} A promise for upsampled heightmap terrain data for the descendant tile, *          or undefined if the mesh is unavailable. */HeightmapTerrainData.prototype.upsample = function (  tilingScheme,  thisX,  thisY,  thisLevel,  descendantX,  descendantY,  descendantLevel) {  //>>includeStart('debug', pragmas.debug);  if (!defined(tilingScheme)) {    throw new DeveloperError("tilingScheme is required.");  }  if (!defined(thisX)) {    throw new DeveloperError("thisX is required.");  }  if (!defined(thisY)) {    throw new DeveloperError("thisY is required.");  }  if (!defined(thisLevel)) {    throw new DeveloperError("thisLevel is required.");  }  if (!defined(descendantX)) {    throw new DeveloperError("descendantX is required.");  }  if (!defined(descendantY)) {    throw new DeveloperError("descendantY is required.");  }  if (!defined(descendantLevel)) {    throw new DeveloperError("descendantLevel is required.");  }  const levelDifference = descendantLevel - thisLevel;  if (levelDifference > 1) {    throw new DeveloperError(      "Upsampling through more than one level at a time is not currently supported."    );  }  //>>includeEnd('debug');  const meshData = this._mesh;  if (!defined(meshData)) {    return undefined;  }  const width = this._width;  const height = this._height;  const structure = this._structure;  const stride = structure.stride;  const heights = new this._bufferType(width * height * stride);  const buffer = meshData.vertices;  const encoding = meshData.encoding;  // PERFORMANCE_IDEA: don't recompute these rectangles - the caller already knows them.  const sourceRectangle = tilingScheme.tileXYToRectangle(    thisX,    thisY,    thisLevel  );  const destinationRectangle = tilingScheme.tileXYToRectangle(    descendantX,    descendantY,    descendantLevel  );  const heightOffset = structure.heightOffset;  const heightScale = structure.heightScale;  const elementsPerHeight = structure.elementsPerHeight;  const elementMultiplier = structure.elementMultiplier;  const isBigEndian = structure.isBigEndian;  const divisor = Math.pow(elementMultiplier, elementsPerHeight - 1);  for (let j = 0; j < height; ++j) {    const latitude = CesiumMath.lerp(      destinationRectangle.north,      destinationRectangle.south,      j / (height - 1)    );    for (let i = 0; i < width; ++i) {      const longitude = CesiumMath.lerp(        destinationRectangle.west,        destinationRectangle.east,        i / (width - 1)      );      let heightSample = interpolateMeshHeight(        buffer,        encoding,        heightOffset,        heightScale,        sourceRectangle,        width,        height,        longitude,        latitude      );      // Use conditionals here instead of Math.min and Math.max so that an undefined      // lowestEncodedHeight or highestEncodedHeight has no effect.      heightSample =        heightSample < structure.lowestEncodedHeight          ? structure.lowestEncodedHeight          : heightSample;      heightSample =        heightSample > structure.highestEncodedHeight          ? structure.highestEncodedHeight          : heightSample;      setHeight(        heights,        elementsPerHeight,        elementMultiplier,        divisor,        stride,        isBigEndian,        j * width + i,        heightSample      );    }  }  return Promise.resolve(    new HeightmapTerrainData({      buffer: heights,      width: width,      height: height,      childTileMask: 0,      structure: this._structure,      createdByUpsampling: true,    })  );};/** * Determines if a given child tile is available, based on the * {@link HeightmapTerrainData.childTileMask}.  The given child tile coordinates are assumed * to be one of the four children of this tile.  If non-child tile coordinates are * given, the availability of the southeast child tile is returned. * * @param {Number} thisX The tile X coordinate of this (the parent) tile. * @param {Number} thisY The tile Y coordinate of this (the parent) tile. * @param {Number} childX The tile X coordinate of the child tile to check for availability. * @param {Number} childY The tile Y coordinate of the child tile to check for availability. * @returns {Boolean} True if the child tile is available; otherwise, false. */HeightmapTerrainData.prototype.isChildAvailable = function (  thisX,  thisY,  childX,  childY) {  //>>includeStart('debug', pragmas.debug);  if (!defined(thisX)) {    throw new DeveloperError("thisX is required.");  }  if (!defined(thisY)) {    throw new DeveloperError("thisY is required.");  }  if (!defined(childX)) {    throw new DeveloperError("childX is required.");  }  if (!defined(childY)) {    throw new DeveloperError("childY is required.");  }  //>>includeEnd('debug');  let bitNumber = 2; // northwest child  if (childX !== thisX * 2) {    ++bitNumber; // east child  }  if (childY !== thisY * 2) {    bitNumber -= 2; // south child  }  return (this._childTileMask & (1 << bitNumber)) !== 0;};/** * Gets a value indicating whether or not this terrain data was created by upsampling lower resolution * terrain data.  If this value is false, the data was obtained from some other source, such * as by downloading it from a remote server.  This method should return true for instances * returned from a call to {@link HeightmapTerrainData#upsample}. * * @returns {Boolean} True if this instance was created by upsampling; otherwise, false. */HeightmapTerrainData.prototype.wasCreatedByUpsampling = function () {  return this._createdByUpsampling;};function interpolateHeight(  sourceHeights,  elementsPerHeight,  elementMultiplier,  stride,  isBigEndian,  sourceRectangle,  width,  height,  longitude,  latitude) {  const fromWest =    ((longitude - sourceRectangle.west) * (width - 1)) /    (sourceRectangle.east - sourceRectangle.west);  const fromSouth =    ((latitude - sourceRectangle.south) * (height - 1)) /    (sourceRectangle.north - sourceRectangle.south);  let westInteger = fromWest | 0;  let eastInteger = westInteger + 1;  if (eastInteger >= width) {    eastInteger = width - 1;    westInteger = width - 2;  }  let southInteger = fromSouth | 0;  let northInteger = southInteger + 1;  if (northInteger >= height) {    northInteger = height - 1;    southInteger = height - 2;  }  const dx = fromWest - westInteger;  const dy = fromSouth - southInteger;  southInteger = height - 1 - southInteger;  northInteger = height - 1 - northInteger;  const southwestHeight = getHeight(    sourceHeights,    elementsPerHeight,    elementMultiplier,    stride,    isBigEndian,    southInteger * width + westInteger  );  const southeastHeight = getHeight(    sourceHeights,    elementsPerHeight,    elementMultiplier,    stride,    isBigEndian,    southInteger * width + eastInteger  );  const northwestHeight = getHeight(    sourceHeights,    elementsPerHeight,    elementMultiplier,    stride,    isBigEndian,    northInteger * width + westInteger  );  const northeastHeight = getHeight(    sourceHeights,    elementsPerHeight,    elementMultiplier,    stride,    isBigEndian,    northInteger * width + eastInteger  );  return triangleInterpolateHeight(    dx,    dy,    southwestHeight,    southeastHeight,    northwestHeight,    northeastHeight  );}function interpolateMeshHeight(  buffer,  encoding,  heightOffset,  heightScale,  sourceRectangle,  width,  height,  longitude,  latitude) {  // returns a height encoded according to the structure's heightScale and heightOffset.  const fromWest =    ((longitude - sourceRectangle.west) * (width - 1)) /    (sourceRectangle.east - sourceRectangle.west);  const fromSouth =    ((latitude - sourceRectangle.south) * (height - 1)) /    (sourceRectangle.north - sourceRectangle.south);  let westInteger = fromWest | 0;  let eastInteger = westInteger + 1;  if (eastInteger >= width) {    eastInteger = width - 1;    westInteger = width - 2;  }  let southInteger = fromSouth | 0;  let northInteger = southInteger + 1;  if (northInteger >= height) {    northInteger = height - 1;    southInteger = height - 2;  }  const dx = fromWest - westInteger;  const dy = fromSouth - southInteger;  southInteger = height - 1 - southInteger;  northInteger = height - 1 - northInteger;  const southwestHeight =    (encoding.decodeHeight(buffer, southInteger * width + westInteger) -      heightOffset) /    heightScale;  const southeastHeight =    (encoding.decodeHeight(buffer, southInteger * width + eastInteger) -      heightOffset) /    heightScale;  const northwestHeight =    (encoding.decodeHeight(buffer, northInteger * width + westInteger) -      heightOffset) /    heightScale;  const northeastHeight =    (encoding.decodeHeight(buffer, northInteger * width + eastInteger) -      heightOffset) /    heightScale;  return triangleInterpolateHeight(    dx,    dy,    southwestHeight,    southeastHeight,    northwestHeight,    northeastHeight  );}function triangleInterpolateHeight(  dX,  dY,  southwestHeight,  southeastHeight,  northwestHeight,  northeastHeight) {  // The HeightmapTessellator bisects the quad from southwest to northeast.  if (dY < dX) {    // Lower right triangle    return (      southwestHeight +      dX * (southeastHeight - southwestHeight) +      dY * (northeastHeight - southeastHeight)    );  }  // Upper left triangle  return (    southwestHeight +    dX * (northeastHeight - northwestHeight) +    dY * (northwestHeight - southwestHeight)  );}function getHeight(  heights,  elementsPerHeight,  elementMultiplier,  stride,  isBigEndian,  index) {  index *= stride;  let height = 0;  let i;  if (isBigEndian) {    for (i = 0; i < elementsPerHeight; ++i) {      height = height * elementMultiplier + heights[index + i];    }  } else {    for (i = elementsPerHeight - 1; i >= 0; --i) {      height = height * elementMultiplier + heights[index + i];    }  }  return height;}function setHeight(  heights,  elementsPerHeight,  elementMultiplier,  divisor,  stride,  isBigEndian,  index,  height) {  index *= stride;  let i;  if (isBigEndian) {    for (i = 0; i < elementsPerHeight - 1; ++i) {      heights[index + i] = (height / divisor) | 0;      height -= heights[index + i] * divisor;      divisor /= elementMultiplier;    }  } else {    for (i = elementsPerHeight - 1; i > 0; --i) {      heights[index + i] = (height / divisor) | 0;      height -= heights[index + i] * divisor;      divisor /= elementMultiplier;    }  }  heights[index + i] = height;}export default HeightmapTerrainData;
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