| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311 | import defaultValue from "./defaultValue.js";import defined from "./defined.js";import DeveloperError from "./DeveloperError.js";/** * A vertex format defines what attributes make up a vertex.  A VertexFormat can be provided * to a {@link Geometry} to request that certain properties be computed, e.g., just position, * position and normal, etc. * * @param {Object} [options] An object with boolean properties corresponding to VertexFormat properties as shown in the code example. * * @alias VertexFormat * @constructor * * @example * // Create a vertex format with position and 2D texture coordinate attributes. * const format = new Cesium.VertexFormat({ *   position : true, *   st : true * }); * * @see Geometry#attributes * @see Packable */function VertexFormat(options) {  options = defaultValue(options, defaultValue.EMPTY_OBJECT);  /**   * When <code>true</code>, the vertex has a 3D position attribute.   * <p>   * 64-bit floating-point (for precision).  3 components per attribute.   * </p>   *   * @type Boolean   *   * @default false   */  this.position = defaultValue(options.position, false);  /**   * When <code>true</code>, the vertex has a normal attribute (normalized), which is commonly used for lighting.   * <p>   * 32-bit floating-point.  3 components per attribute.   * </p>   *   * @type Boolean   *   * @default false   */  this.normal = defaultValue(options.normal, false);  /**   * When <code>true</code>, the vertex has a 2D texture coordinate attribute.   * <p>   * 32-bit floating-point.  2 components per attribute   * </p>   *   * @type Boolean   *   * @default false   */  this.st = defaultValue(options.st, false);  /**   * When <code>true</code>, the vertex has a bitangent attribute (normalized), which is used for tangent-space effects like bump mapping.   * <p>   * 32-bit floating-point.  3 components per attribute.   * </p>   *   * @type Boolean   *   * @default false   */  this.bitangent = defaultValue(options.bitangent, false);  /**   * When <code>true</code>, the vertex has a tangent attribute (normalized), which is used for tangent-space effects like bump mapping.   * <p>   * 32-bit floating-point.  3 components per attribute.   * </p>   *   * @type Boolean   *   * @default false   */  this.tangent = defaultValue(options.tangent, false);  /**   * When <code>true</code>, the vertex has an RGB color attribute.   * <p>   * 8-bit unsigned byte.  3 components per attribute.   * </p>   *   * @type Boolean   *   * @default false   */  this.color = defaultValue(options.color, false);}/** * An immutable vertex format with only a position attribute. * * @type {VertexFormat} * @constant * * @see VertexFormat#position */VertexFormat.POSITION_ONLY = Object.freeze(  new VertexFormat({    position: true,  }));/** * An immutable vertex format with position and normal attributes. * This is compatible with per-instance color appearances like {@link PerInstanceColorAppearance}. * * @type {VertexFormat} * @constant * * @see VertexFormat#position * @see VertexFormat#normal */VertexFormat.POSITION_AND_NORMAL = Object.freeze(  new VertexFormat({    position: true,    normal: true,  }));/** * An immutable vertex format with position, normal, and st attributes. * This is compatible with {@link MaterialAppearance} when {@link MaterialAppearance#materialSupport} * is <code>TEXTURED/code>. * * @type {VertexFormat} * @constant * * @see VertexFormat#position * @see VertexFormat#normal * @see VertexFormat#st */VertexFormat.POSITION_NORMAL_AND_ST = Object.freeze(  new VertexFormat({    position: true,    normal: true,    st: true,  }));/** * An immutable vertex format with position and st attributes. * This is compatible with {@link EllipsoidSurfaceAppearance}. * * @type {VertexFormat} * @constant * * @see VertexFormat#position * @see VertexFormat#st */VertexFormat.POSITION_AND_ST = Object.freeze(  new VertexFormat({    position: true,    st: true,  }));/** * An immutable vertex format with position and color attributes. * * @type {VertexFormat} * @constant * * @see VertexFormat#position * @see VertexFormat#color */VertexFormat.POSITION_AND_COLOR = Object.freeze(  new VertexFormat({    position: true,    color: true,  }));/** * An immutable vertex format with well-known attributes: position, normal, st, tangent, and bitangent. * * @type {VertexFormat} * @constant * * @see VertexFormat#position * @see VertexFormat#normal * @see VertexFormat#st * @see VertexFormat#tangent * @see VertexFormat#bitangent */VertexFormat.ALL = Object.freeze(  new VertexFormat({    position: true,    normal: true,    st: true,    tangent: true,    bitangent: true,  }));/** * An immutable vertex format with position, normal, and st attributes. * This is compatible with most appearances and materials; however * normal and st attributes are not always required.  When this is * known in advance, another <code>VertexFormat</code> should be used. * * @type {VertexFormat} * @constant * * @see VertexFormat#position * @see VertexFormat#normal */VertexFormat.DEFAULT = VertexFormat.POSITION_NORMAL_AND_ST;/** * The number of elements used to pack the object into an array. * @type {Number} */VertexFormat.packedLength = 6;/** * Stores the provided instance into the provided array. * * @param {VertexFormat} 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 */VertexFormat.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);  array[startingIndex++] = value.position ? 1.0 : 0.0;  array[startingIndex++] = value.normal ? 1.0 : 0.0;  array[startingIndex++] = value.st ? 1.0 : 0.0;  array[startingIndex++] = value.tangent ? 1.0 : 0.0;  array[startingIndex++] = value.bitangent ? 1.0 : 0.0;  array[startingIndex] = value.color ? 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 {VertexFormat} [result] The object into which to store the result. * @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided. */VertexFormat.unpack = function (array, startingIndex, result) {  //>>includeStart('debug', pragmas.debug);  if (!defined(array)) {    throw new DeveloperError("array is required");  }  //>>includeEnd('debug');  startingIndex = defaultValue(startingIndex, 0);  if (!defined(result)) {    result = new VertexFormat();  }  result.position = array[startingIndex++] === 1.0;  result.normal = array[startingIndex++] === 1.0;  result.st = array[startingIndex++] === 1.0;  result.tangent = array[startingIndex++] === 1.0;  result.bitangent = array[startingIndex++] === 1.0;  result.color = array[startingIndex] === 1.0;  return result;};/** * Duplicates a VertexFormat instance. * * @param {VertexFormat} vertexFormat The vertex format to duplicate. * @param {VertexFormat} [result] The object onto which to store the result. * @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided. (Returns undefined if vertexFormat is undefined) */VertexFormat.clone = function (vertexFormat, result) {  if (!defined(vertexFormat)) {    return undefined;  }  if (!defined(result)) {    result = new VertexFormat();  }  result.position = vertexFormat.position;  result.normal = vertexFormat.normal;  result.st = vertexFormat.st;  result.tangent = vertexFormat.tangent;  result.bitangent = vertexFormat.bitangent;  result.color = vertexFormat.color;  return result;};export default VertexFormat;
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