/
HeightmapTerrainData.js
606 lines (536 loc) · 27.5 KB
/
HeightmapTerrainData.js
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/*global define*/
define([
'../ThirdParty/when',
'./defaultValue',
'./defined',
'./defineProperties',
'./DeveloperError',
'./GeographicTilingScheme',
'./HeightmapTessellator',
'./Math',
'./Rectangle',
'./TaskProcessor',
'./TerrainMesh',
'./TerrainProvider'
], function(
when,
defaultValue,
defined,
defineProperties,
DeveloperError,
GeographicTilingScheme,
HeightmapTessellator,
CesiumMath,
Rectangle,
TaskProcessor,
TerrainMesh,
TerrainProvider) {
"use strict";
/**
* 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 south to north and west to east.
*
* @alias HeightmapTerrainData
* @constructor
*
* @param {TypedArray} 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 {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 {Boolean} [options.createdByUpsampling=false] True if this instance was created by upsampling another instance;
* otherwise, false.
*
* @see TerrainData
* @see QuantizedMeshTerrainData
*
* @example
* var buffer = ...
* var heightBuffer = new Uint16Array(buffer, 0, that._heightmapWidth * that._heightmapWidth);
* var childTileMask = new Uint8Array(buffer, heightBuffer.byteLength, 1)[0];
* var waterMask = new Uint8Array(buffer, heightBuffer.byteLength + 1, buffer.byteLength - heightBuffer.byteLength - 1);
* var structure = Cesium.HeightmapTessellator.DEFAULT_STRUCTURE;
* var terrainData = new Cesium.HeightmapTerrainData({
* buffer : heightBuffer,
* width : 65,
* height : 65,
* childTileMask : childTileMask,
* structure : structure,
* waterMask : waterMask
* });
*/
var HeightmapTerrainData = 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);
var defaultStructure = HeightmapTessellator.DEFAULT_STRUCTURE;
var 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;
};
defineProperties(HeightmapTerrainData.prototype, {
/**
* The water mask included in this terrain data, if any. A water mask is a rectangular
* 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|Image|Canvas}
*/
waterMask : {
get : function() {
return this._waterMask;
}
}
});
var taskProcessor = new TaskProcessor('createVerticesFromHeightmap');
/**
* Creates a {@link TerrainMesh} from this terrain data.
*
* @memberof HeightmapTerrainData
*
* @param {TilingScheme} tilingScheme The tiling scheme to which this tile belongs.
* @param {Number} x The X coordinate of the tile for which to create the terrain data.
* @param {Number} y The Y coordinate of the tile for which to create the terrain data.
* @param {Number} level The level of the tile for which to create the terrain data.
* @returns {Promise|TerrainMesh} 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(tilingScheme, x, y, level) {
//>>includeStart('debug', pragmas.debug);
if (!defined(tilingScheme)) {
throw new DeveloperError('tilingScheme is required.');
}
if (!defined(x)) {
throw new DeveloperError('x is required.');
}
if (!defined(y)) {
throw new DeveloperError('y is required.');
}
if (!defined(level)) {
throw new DeveloperError('level is required.');
}
//>>includeEnd('debug');
var ellipsoid = tilingScheme.ellipsoid;
var nativeRectangle = tilingScheme.tileXYToNativeRectangle(x, y, level);
var rectangle = tilingScheme.tileXYToRectangle(x, y, level);
// Compute the center of the tile for RTC rendering.
var center = ellipsoid.cartographicToCartesian(Rectangle.getCenter(rectangle));
var structure = this._structure;
var levelZeroMaxError = TerrainProvider.getEstimatedLevelZeroGeometricErrorForAHeightmap(ellipsoid, this._width, tilingScheme.getNumberOfXTilesAtLevel(0));
var thisLevelMaxError = levelZeroMaxError / (1 << level);
var verticesPromise = taskProcessor.scheduleTask({
heightmap : this._buffer,
structure : structure,
width : this._width,
height : this._height,
nativeRectangle : nativeRectangle,
rectangle : rectangle,
relativeToCenter : center,
ellipsoid : ellipsoid,
skirtHeight : Math.min(thisLevelMaxError * 4.0, 1000.0),
isGeographic : tilingScheme instanceof GeographicTilingScheme
});
if (!defined(verticesPromise)) {
// Postponed
return undefined;
}
return when(verticesPromise, function(result) {
return new TerrainMesh(
center,
new Float32Array(result.vertices),
TerrainProvider.getRegularGridIndices(result.gridWidth, result.gridHeight),
result.minimumHeight,
result.maximumHeight,
result.boundingSphere3D,
result.occludeePointInScaledSpace);
});
};
/**
* Computes the terrain height at a specified longitude and latitude.
*
* @memberof HeightmapTerrainData
*
* @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) {
var width = this._width;
var height = this._height;
var heightSample;
var structure = this._structure;
var stride = structure.stride;
if (stride > 1) {
var elementsPerHeight = structure.elementsPerHeight;
var elementMultiplier = structure.elementMultiplier;
var isBigEndian = structure.isBigEndian;
heightSample = interpolateHeightWithStride(this._buffer, elementsPerHeight, elementMultiplier, stride, isBigEndian, rectangle, width, height, longitude, latitude);
} else {
heightSample = interpolateHeight(this._buffer, rectangle, width, height, longitude, latitude);
}
return heightSample * structure.heightScale + structure.heightOffset;
};
/**
* 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.
*
* @memberof HeightmapTerrainData
*
* @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} A promise for upsampled heightmap terrain data for the descendant tile,
* or undefined if too many asynchronous upsample operations are in progress and the request has been
* deferred.
*/
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.');
}
var levelDifference = descendantLevel - thisLevel;
if (levelDifference > 1) {
throw new DeveloperError('Upsampling through more than one level at a time is not currently supported.');
}
//>>includeEnd('debug');
var result;
if ((this._width % 2) === 1 && (this._height % 2) === 1) {
// We have an odd number of posts greater than 2 in each direction,
// so we can upsample by simply dropping half of the posts in each direction.
result = upsampleBySubsetting(this, tilingScheme, thisX, thisY, thisLevel, descendantX, descendantY, descendantLevel);
} else {
// The number of posts in at least one direction is even, so we must upsample
// by interpolating heights.
result = upsampleByInterpolating(this, tilingScheme, thisX, thisY, thisLevel, descendantX, descendantY, descendantLevel);
}
return result;
};
/**
* 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.
*
* @memberof HeightmapTerrainData
*
* @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');
var 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}.
*
* @memberof HeightmapTerrainData
*
* @returns {Boolean} True if this instance was created by upsampling; otherwise, false.
*/
HeightmapTerrainData.prototype.wasCreatedByUpsampling = function() {
return this._createdByUpsampling;
};
function upsampleBySubsetting(terrainData, tilingScheme, thisX, thisY, thisLevel, descendantX, descendantY, descendantLevel) {
var levelDifference = 1;
var width = terrainData._width;
var height = terrainData._height;
// Compute the post indices of the corners of this tile within its own level.
var leftPostIndex = descendantX * (width - 1);
var rightPostIndex = leftPostIndex + width - 1;
var topPostIndex = descendantY * (height - 1);
var bottomPostIndex = topPostIndex + height - 1;
// Transform the post indices to the ancestor's level.
var twoToTheLevelDifference = 1 << levelDifference;
leftPostIndex /= twoToTheLevelDifference;
rightPostIndex /= twoToTheLevelDifference;
topPostIndex /= twoToTheLevelDifference;
bottomPostIndex /= twoToTheLevelDifference;
// Adjust the indices to be relative to the northwest corner of the source tile.
var sourceLeft = thisX * (width - 1);
var sourceTop = thisY * (height - 1);
leftPostIndex -= sourceLeft;
rightPostIndex -= sourceLeft;
topPostIndex -= sourceTop;
bottomPostIndex -= sourceTop;
var leftInteger = leftPostIndex | 0;
var rightInteger = rightPostIndex | 0;
var topInteger = topPostIndex | 0;
var bottomInteger = bottomPostIndex | 0;
var upsampledWidth = (rightInteger - leftInteger + 1);
var upsampledHeight = (bottomInteger - topInteger + 1);
var sourceHeights = terrainData._buffer;
var structure = terrainData._structure;
// Copy the relevant posts.
var numberOfHeights = upsampledWidth * upsampledHeight;
var numberOfElements = numberOfHeights * structure.stride;
var heights = new sourceHeights.constructor(numberOfElements);
var outputIndex = 0;
var i, j;
var stride = structure.stride;
if (stride > 1) {
for (j = topInteger; j <= bottomInteger; ++j) {
for (i = leftInteger; i <= rightInteger; ++i) {
var index = (j * width + i) * stride;
for (var k = 0; k < stride; ++k) {
heights[outputIndex++] = sourceHeights[index + k];
}
}
}
} else {
for (j = topInteger; j <= bottomInteger; ++j) {
for (i = leftInteger; i <= rightInteger; ++i) {
heights[outputIndex++] = sourceHeights[j * width + i];
}
}
}
return new HeightmapTerrainData({
buffer : heights,
width : upsampledWidth,
height : upsampledHeight,
childTileMask : 0,
structure : terrainData._structure,
createdByUpsampling : true
});
}
function upsampleByInterpolating(terrainData, tilingScheme, thisX, thisY, thisLevel, descendantX, descendantY, descendantLevel) {
var width = terrainData._width;
var height = terrainData._height;
var structure = terrainData._structure;
var stride = structure.stride;
var sourceHeights = terrainData._buffer;
var heights = new sourceHeights.constructor(width * height * stride);
// PERFORMANCE_IDEA: don't recompute these rectangles - the caller already knows them.
var sourceRectangle = tilingScheme.tileXYToRectangle(thisX, thisY, thisLevel);
var destinationRectangle = tilingScheme.tileXYToRectangle(descendantX, descendantY, descendantLevel);
var i, j, latitude, longitude;
if (stride > 1) {
var elementsPerHeight = structure.elementsPerHeight;
var elementMultiplier = structure.elementMultiplier;
var isBigEndian = structure.isBigEndian;
var divisor = Math.pow(elementMultiplier, elementsPerHeight - 1);
for (j = 0; j < height; ++j) {
latitude = CesiumMath.lerp(destinationRectangle.north, destinationRectangle.south, j / (height - 1));
for (i = 0; i < width; ++i) {
longitude = CesiumMath.lerp(destinationRectangle.west, destinationRectangle.east, i / (width - 1));
var heightSample = interpolateHeightWithStride(sourceHeights, elementsPerHeight, elementMultiplier, stride, isBigEndian, sourceRectangle, width, height, longitude, latitude);
setHeight(heights, elementsPerHeight, elementMultiplier, divisor, stride, isBigEndian, j * width + i, heightSample);
}
}
} else {
for (j = 0; j < height; ++j) {
latitude = CesiumMath.lerp(destinationRectangle.north, destinationRectangle.south, j / (height - 1));
for (i = 0; i < width; ++i) {
longitude = CesiumMath.lerp(destinationRectangle.west, destinationRectangle.east, i / (width - 1));
heights[j * width + i] = interpolateHeight(sourceHeights, sourceRectangle, width, height, longitude, latitude);
}
}
}
return new HeightmapTerrainData({
buffer : heights,
width : width,
height : height,
childTileMask : 0,
structure : terrainData._structure,
createdByUpsampling : true
});
}
function interpolateHeight(sourceHeights, sourceRectangle, width, height, longitude, latitude) {
var fromWest = (longitude - sourceRectangle.west) * (width - 1) / (sourceRectangle.east - sourceRectangle.west);
var fromSouth = (latitude - sourceRectangle.south) * (height - 1) / (sourceRectangle.north - sourceRectangle.south);
var westInteger = fromWest | 0;
var eastInteger = westInteger + 1;
if (eastInteger >= width) {
eastInteger = width - 1;
westInteger = width - 2;
}
var southInteger = fromSouth | 0;
var northInteger = southInteger + 1;
if (northInteger >= height) {
northInteger = height - 1;
southInteger = height - 2;
}
var dx = fromWest - westInteger;
var dy = fromSouth - southInteger;
southInteger = height - 1 - southInteger;
northInteger = height - 1 - northInteger;
var southwestHeight = sourceHeights[southInteger * width + westInteger];
var southeastHeight = sourceHeights[southInteger * width + eastInteger];
var northwestHeight = sourceHeights[northInteger * width + westInteger];
var northeastHeight = sourceHeights[northInteger * width + eastInteger];
return triangleInterpolateHeight(dx, dy, southwestHeight, southeastHeight, northwestHeight, northeastHeight);
}
function interpolateHeightWithStride(sourceHeights, elementsPerHeight, elementMultiplier, stride, isBigEndian, sourceRectangle, width, height, longitude, latitude) {
var fromWest = (longitude - sourceRectangle.west) * (width - 1) / (sourceRectangle.east - sourceRectangle.west);
var fromSouth = (latitude - sourceRectangle.south) * (height - 1) / (sourceRectangle.north - sourceRectangle.south);
var westInteger = fromWest | 0;
var eastInteger = westInteger + 1;
if (eastInteger >= width) {
eastInteger = width - 1;
westInteger = width - 2;
}
var southInteger = fromSouth | 0;
var northInteger = southInteger + 1;
if (northInteger >= height) {
northInteger = height - 1;
southInteger = height - 2;
}
var dx = fromWest - westInteger;
var dy = fromSouth - southInteger;
southInteger = height - 1 - southInteger;
northInteger = height - 1 - northInteger;
var southwestHeight = getHeight(sourceHeights, elementsPerHeight, elementMultiplier, stride, isBigEndian, southInteger * width + westInteger);
var southeastHeight = getHeight(sourceHeights, elementsPerHeight, elementMultiplier, stride, isBigEndian, southInteger * width + eastInteger);
var northwestHeight = getHeight(sourceHeights, elementsPerHeight, elementMultiplier, stride, isBigEndian, northInteger * width + westInteger);
var northeastHeight = getHeight(sourceHeights, elementsPerHeight, elementMultiplier, stride, isBigEndian, northInteger * width + eastInteger);
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;
var height = 0;
var 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;
var i;
if (isBigEndian) {
for (i = 0; i < elementsPerHeight; ++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;
}
}
}
return HeightmapTerrainData;
});