| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313 | /* This file is automatically rebuilt by the Cesium build process. */define(['exports', './defaultValue-94c3e563', './RuntimeError-c581ca93'], (function (exports, defaultValue, RuntimeError) { 'use strict';  /**   * 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.defaultValue(options, defaultValue.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.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.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.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.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.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.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 (!defaultValue.defined(value)) {      throw new RuntimeError.DeveloperError("value is required");    }    if (!defaultValue.defined(array)) {      throw new RuntimeError.DeveloperError("array is required");    }    //>>includeEnd('debug');    startingIndex = defaultValue.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 (!defaultValue.defined(array)) {      throw new RuntimeError.DeveloperError("array is required");    }    //>>includeEnd('debug');    startingIndex = defaultValue.defaultValue(startingIndex, 0);    if (!defaultValue.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 (!defaultValue.defined(vertexFormat)) {      return undefined;    }    if (!defaultValue.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;  };  exports.VertexFormat = VertexFormat;}));
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