| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156 | import defaultValue from "./defaultValue.js";/** * A mesh plus related metadata for a single tile of terrain.  Instances of this type are * usually created from raw {@link TerrainData}. * * @alias TerrainMesh * @constructor * * @param {Cartesian3} center The center of the tile.  Vertex positions are specified relative to this center. * @param {Float32Array} vertices The vertex data, including positions, texture coordinates, and heights. *                       The vertex data is in the order [X, Y, Z, H, U, V], where X, Y, and Z represent *                       the Cartesian position of the vertex, H is the height above the ellipsoid, and *                       U and V are the texture coordinates. * @param {Uint8Array|Uint16Array|Uint32Array} indices The indices describing how the vertices are connected to form triangles. * @param {Number} indexCountWithoutSkirts The index count of the mesh not including skirts. * @param {Number} vertexCountWithoutSkirts The vertex count of the mesh not including skirts. * @param {Number} minimumHeight The lowest height in the tile, in meters above the ellipsoid. * @param {Number} maximumHeight The highest height in the tile, in meters above the ellipsoid. * @param {BoundingSphere} boundingSphere3D A bounding sphere that completely contains the tile. * @param {Cartesian3} occludeePointInScaledSpace The occludee point of the tile, represented in ellipsoid- *                     scaled space, and used for horizon culling.  If this point is below the horizon, *                     the tile is considered to be entirely below the horizon. * @param {Number} [vertexStride=6] The number of components in each vertex. * @param {OrientedBoundingBox} [orientedBoundingBox] A bounding box that completely contains the tile. * @param {TerrainEncoding} encoding Information used to decode the mesh. * @param {Number[]} westIndicesSouthToNorth The indices of the vertices on the Western edge of the tile, ordered from South to North (clockwise). * @param {Number[]} southIndicesEastToWest The indices of the vertices on the Southern edge of the tile, ordered from East to West (clockwise). * @param {Number[]} eastIndicesNorthToSouth The indices of the vertices on the Eastern edge of the tile, ordered from North to South (clockwise). * @param {Number[]} northIndicesWestToEast The indices of the vertices on the Northern edge of the tile, ordered from West to East (clockwise). * * @private */function TerrainMesh(  center,  vertices,  indices,  indexCountWithoutSkirts,  vertexCountWithoutSkirts,  minimumHeight,  maximumHeight,  boundingSphere3D,  occludeePointInScaledSpace,  vertexStride,  orientedBoundingBox,  encoding,  westIndicesSouthToNorth,  southIndicesEastToWest,  eastIndicesNorthToSouth,  northIndicesWestToEast) {  /**   * The center of the tile.  Vertex positions are specified relative to this center.   * @type {Cartesian3}   */  this.center = center;  /**   * The vertex data, including positions, texture coordinates, and heights.   * The vertex data is in the order [X, Y, Z, H, U, V], where X, Y, and Z represent   * the Cartesian position of the vertex, H is the height above the ellipsoid, and   * U and V are the texture coordinates.  The vertex data may have additional attributes after those   * mentioned above when the {@link TerrainMesh#stride} is greater than 6.   * @type {Float32Array}   */  this.vertices = vertices;  /**   * The number of components in each vertex.  Typically this is 6 for the 6 components   * [X, Y, Z, H, U, V], but if each vertex has additional data (such as a vertex normal), this value   * may be higher.   * @type {Number}   */  this.stride = defaultValue(vertexStride, 6);  /**   * The indices describing how the vertices are connected to form triangles.   * @type {Uint8Array|Uint16Array|Uint32Array}   */  this.indices = indices;  /**   * The index count of the mesh not including skirts.   * @type {Number}   */  this.indexCountWithoutSkirts = indexCountWithoutSkirts;  /**   * The vertex count of the mesh not including skirts.   * @type {Number}   */  this.vertexCountWithoutSkirts = vertexCountWithoutSkirts;  /**   * The lowest height in the tile, in meters above the ellipsoid.   * @type {Number}   */  this.minimumHeight = minimumHeight;  /**   * The highest height in the tile, in meters above the ellipsoid.   * @type {Number}   */  this.maximumHeight = maximumHeight;  /**   * A bounding sphere that completely contains the tile.   * @type {BoundingSphere}   */  this.boundingSphere3D = boundingSphere3D;  /**   * The occludee point of the tile, represented in ellipsoid-   * scaled space, and used for horizon culling.  If this point is below the horizon,   * the tile is considered to be entirely below the horizon.   * @type {Cartesian3}   */  this.occludeePointInScaledSpace = occludeePointInScaledSpace;  /**   * A bounding box that completely contains the tile.   * @type {OrientedBoundingBox}   */  this.orientedBoundingBox = orientedBoundingBox;  /**   * Information for decoding the mesh vertices.   * @type {TerrainEncoding}   */  this.encoding = encoding;  /**   * The indices of the vertices on the Western edge of the tile, ordered from South to North (clockwise).   * @type {Number[]}   */  this.westIndicesSouthToNorth = westIndicesSouthToNorth;  /**   * The indices of the vertices on the Southern edge of the tile, ordered from East to West (clockwise).   * @type {Number[]}   */  this.southIndicesEastToWest = southIndicesEastToWest;  /**   * The indices of the vertices on the Eastern edge of the tile, ordered from North to South (clockwise).   * @type {Number[]}   */  this.eastIndicesNorthToSouth = eastIndicesNorthToSouth;  /**   * The indices of the vertices on the Northern edge of the tile, ordered from West to East (clockwise).   * @type {Number[]}   */  this.northIndicesWestToEast = northIndicesWestToEast;}export default TerrainMesh;
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