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ModelComponents.js
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ModelComponents.js
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import AlphaMode from "./AlphaMode.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartesian4 from "../Core/Cartesian4.js";
import Matrix3 from "../Core/Matrix3.js";
import Matrix4 from "../Core/Matrix4.js";
/**
* Components for building models.
*
* @namespace ModelComponents
*
* @private
*/
const ModelComponents = {};
/**
* Information about the quantized attribute.
*
* @alias ModelComponents.Quantization
* @constructor
*
* @private
*/
function Quantization() {
/**
* Whether the quantized attribute is oct-encoded.
*
* @type {boolean}
* @private
*/
this.octEncoded = false;
/**
* Whether the oct-encoded values are stored as ZXY instead of XYZ. This is true when decoding from Draco.
*
* @type {boolean}
* @private
*/
this.octEncodedZXY = false;
/**
* The range used to convert buffer values to normalized values [0.0, 1.0]
* This is typically computed as (1 << quantizationBits) - 1.
* For oct-encoded values this value is a single Number.
*
* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.normalizationRange = undefined;
/**
* The bottom-left corner of the quantization volume. Not applicable for oct encoded attributes.
* The type should match the attribute type - e.g. if the attribute type
* is AttributeType.VEC4 the offset should be a Cartesian4.
*
* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.quantizedVolumeOffset = undefined;
/**
* The dimensions of the quantization volume. Not applicable for oct encoded attributes.
* The type should match the attribute type - e.g. if the attribute type
* is AttributeType.VEC4 the dimensions should be a Cartesian4.
*
* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.quantizedVolumeDimensions = undefined;
/**
* The step size of the quantization volume, equal to
* quantizedVolumeDimensions / normalizationRange (component-wise).
* Not applicable for oct encoded attributes.
* The type should match the attribute type - e.g. if the attribute type
* is AttributeType.VEC4 the dimensions should be a Cartesian4.
*
* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.quantizedVolumeStepSize = undefined;
/**
* The component data type of the quantized attribute, e.g. ComponentDatatype.UNSIGNED_SHORT.
*
* <p>
* The following component datatypes are not supported:
* <ul>
* <li>ComponentDatatype.INT</li>
* <li>ComponentDatatype.UNSIGNED_INT</li>
* <li>ComponentDatatype.DOUBLE</li>
* </ul>
* </p>
*
* @type {ComponentDatatype}
* @private
*/
this.componentDatatype = undefined;
/**
* The type of the quantized attribute, e.g. AttributeType.VEC2 for oct-encoded normals.
*
* @type {AttributeType}
* @private
*/
this.type = undefined;
}
/**
* A per-vertex or per-instance attribute.
*
* @alias ModelComponents.Attribute
* @constructor
*
* @private
*/
function Attribute() {
/**
* The attribute name. Must be unique within the attributes array.
*
* @type {string}
* @private
*/
this.name = undefined;
/**
* The attribute semantic. The combination of semantic and setIndex must be
* unique within the attributes array.
*
* @type {VertexAttributeSemantic|InstanceAttributeSemantic}
* @private
*/
this.semantic = undefined;
/**
* The set index of the attribute. Only applicable when the attribute has one
* of the following semantics:
*
* <ul>
* <li>{@link VertexAttributeSemantic.TEXCOORD}</li>
* <li>{@link VertexAttributeSemantic.COLOR}</li>
* <li>{@link VertexAttributeSemantic.JOINTS}</li>
* <li>{@link VertexAttributeSemantic.WEIGHTS}</li>
* <li>{@link VertexAttributeSemantic.FEATURE_ID}</li>
* <li>{@link InstanceAttributeSemantic.FEATURE_ID}</li>
* </ul>
*/
this.setIndex = undefined;
/**
* The component data type of the attribute.
* <p>
* When the data is quantized the componentDatatype should match the
* dequantized data, which is typically ComponentDatatype.FLOAT.
* </p>
* <p>
* The following component datatypes are not supported:
* <ul>
* <li>ComponentDatatype.INT</li>
* <li>ComponentDatatype.UNSIGNED_INT</li>
* <li>ComponentDatatype.DOUBLE</li>
* </ul>
* </p>
*
* @type {ComponentDatatype}
* @private
*/
this.componentDatatype = undefined;
/**
* The type of the attribute.
* <p>
* When the data is oct-encoded the type should match the decoded data, which
* is typically AttributeType.VEC3.
* </p>
*
* @type {AttributeType}
* @private
*/
this.type = undefined;
/**
* Whether the attribute is normalized.
*
* @type {boolean}
* @default false
* @private
*/
this.normalized = false;
/**
* The number of elements.
*
* @type {number}
* @private
*/
this.count = undefined;
/**
* Minimum value of each component in the attribute.
* <p>
* When the data is quantized the min should match the dequantized data.
* The normalized property has no effect on these values.
* </p>
* <p>
* Must be defined for POSITION attributes.
* </p>
*
* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.min = undefined;
/**
* Maximum value of each component in the attribute.
* <p>
* When the data is quantized the max should match the dequantized data.
* The normalized property has no effect on these values.
* </p>
* <p>
* Must be defined for POSITION attributes.
* </p>
*
* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.max = undefined;
/**
* A constant value used for all elements when typed array and buffer are undefined.
*
* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.constant = undefined;
/**
* Information about the quantized attribute.
*
* @type {ModelComponents.Quantization}
* @private
*/
this.quantization = undefined;
/**
* A typed array containing tightly-packed attribute values, as they appear
* in the model file.
*
* @type {Uint8Array|Int8Array|Uint16Array|Int16Array|Uint32Array|Int32Array|Float32Array}
* @private
*/
this.typedArray = undefined;
/**
* A vertex buffer. Attribute values are accessed using byteOffset and byteStride.
*
* @type {Buffer}
* @private
*/
this.buffer = undefined;
/**
* The byte offset of elements in the buffer.
*
* @type {number}
* @default 0
* @private
*/
this.byteOffset = 0;
/**
* The byte stride of elements in the buffer. When undefined the elements are tightly packed.
*
* @type {number}
* @private
*/
this.byteStride = undefined;
}
/**
* Indices used to select vertices for rendering.
*
* @alias ModelComponents.Indices
* @constructor
*
* @private
*/
function Indices() {
/**
* The index data type of the attribute, e.g. IndexDatatype.UNSIGNED_SHORT.
*
* @type {IndexDatatype}
* @private
*/
this.indexDatatype = undefined;
/**
* The number of indices.
*
* @type {number}
* @private
*/
this.count = undefined;
/**
* An index buffer containing indices.
*
* @type {Buffer}
* @private
*/
this.buffer = undefined;
/**
* A typed array containing indices.
*
* @type {Uint8Array|Uint16Array|Uint32Array}
* @private
*/
this.typedArray = undefined;
}
/**
* Maps per-vertex or per-instance feature IDs to a property table. Feature
* IDs are stored in an accessor.
*
* @alias ModelComponents.FeatureIdAttribute
* @constructor
*
* @private
*/
function FeatureIdAttribute() {
/**
* How many unique features are defined in this set of feature IDs
*
* @type {number}
* @private
*/
this.featureCount = undefined;
/**
* This value indicates that no feature is indicated with this vertex
*
* @type {number}
* @private
*/
this.nullFeatureId = undefined;
/**
* The ID of the property table that feature IDs index into. If undefined,
* feature IDs are used for classification, but no metadata is associated.
*
*
* @type {number}
* @private
*/
this.propertyTableId = undefined;
/**
* The set index of feature ID attribute containing feature IDs.
*
* @type {number}
* @private
*/
this.setIndex = undefined;
/**
* The label to identify this set of feature IDs. This is used in picking,
* styling and shaders.
*
* @type {string}
* @private
*/
this.label = undefined;
/**
* Label to identify this set of feature IDs by its position in the array.
* This will always be either "featureId_N" for primitives or
* "instanceFeatureId_N" for instances.
*
* @type {string}
* @private
*/
this.positionalLabel = undefined;
}
/**
* Defines a range of implicitly-defined feature IDs, one for each vertex or
* instance. Such feature IDs may optionally be associated with a property table
* storing metadata
*
* @alias ModelComponents.FeatureIdImplicitRange
* @constructor
*
* @private
*/
function FeatureIdImplicitRange() {
/**
* How many unique features are defined in this set of feature IDs
*
* @type {number}
* @private
*/
this.featureCount = undefined;
/**
* This value indicates that no feature is indicated with this vertex
*
* @type {number}
* @private
*/
this.nullFeatureId = undefined;
/**
* The ID of the property table that feature IDs index into. If undefined,
* feature IDs are used for classification, but no metadata is associated.
*
* @type {number}
* @private
*/
this.propertyTableId = undefined;
/**
* The first feature ID to use when setIndex is undefined
*
* @type {number}
* @default 0
* @private
*/
this.offset = 0;
/**
* Number of times each feature ID is repeated before being incremented.
*
* @type {number}
* @private
*/
this.repeat = undefined;
/**
* The label to identify this set of feature IDs. This is used in picking,
* styling and shaders.
*
* @type {string}
* @private
*/
this.label = undefined;
/**
* Label to identify this set of feature IDs by its position in the array.
* This will always be either "featureId_N" for primitives or
* "instanceFeatureId_N" for instances.
*
* @type {string}
* @private
*/
this.positionalLabel = undefined;
}
/**
* A texture that contains per-texel feature IDs that index into a property table.
*
* @alias ModelComponents.FeatureIdTexture
* @constructor
*
* @private
*/
function FeatureIdTexture() {
/**
* How many unique features are defined in this set of feature IDs
*
* @type {number}
* @private
*/
this.featureCount = undefined;
/**
* This value indicates that no feature is indicated with this texel
*
* @type {number}
* @private
*/
this.nullFeatureId = undefined;
/**
* The ID of the property table that feature IDs index into. If undefined,
* feature IDs are used for classification, but no metadata is associated.
*
* @type {string}
* @private
*/
this.propertyTableId = undefined;
/**
* The texture reader containing feature IDs.
*
* @type {ModelComponents.TextureReader}
* @private
*/
this.textureReader = undefined;
/**
* The label to identify this set of feature IDs. This is used in picking,
* styling and shaders.
*
* @type {string}
* @private
*/
this.label = undefined;
/**
* Label to identify this set of feature IDs by its position in the array.
* This will always be either "featureId_N" for primitives or
* "instanceFeatureId_N" for instances.
*
* @type {string}
* @private
*/
this.positionalLabel = undefined;
}
/**
* A morph target where each attribute contains attribute displacement data.
*
* @alias ModelComponents.MorphTarget
* @constructor
*
* @private
*/
function MorphTarget() {
/**
* Attributes that are part of the morph target, e.g. positions, normals, and tangents.
*
* @type {ModelComponents.Attribute[]}
* @private
*/
this.attributes = [];
}
/**
* Geometry to be rendered with a material.
*
* @alias ModelComponents.Primitive
* @constructor
*
* @private
*/
function Primitive() {
/**
* The vertex attributes, e.g. positions, normals, etc.
*
* @type {ModelComponents.Attribute[]}
* @private
*/
this.attributes = [];
/**
* The morph targets.
*
* @type {ModelComponents.MorphTarget[]}
* @private
*/
this.morphTargets = [];
/**
* The indices.
*
* @type {ModelComponents.Indices}
* @private
*/
this.indices = undefined;
/**
* The material.
*
* @type {ModelComponents.Material}
* @private
*/
this.material = undefined;
/**
* The primitive type, e.g. PrimitiveType.TRIANGLES.
*
* @type {PrimitiveType}
* @private
*/
this.primitiveType = undefined;
/**
* The feature IDs associated with this primitive. Feature ID types may
* be interleaved
*
* @type {Array<ModelComponents.FeatureIdAttribute|ModelComponents.FeatureIdImplicitRange|ModelComponents.FeatureIdTexture>}
* @private
*/
this.featureIds = [];
/**
* The property texture IDs. These indices correspond to the array of
* property textures.
*
* @type {number[]}
* @private
*/
this.propertyTextureIds = [];
/**
* The property attribute IDs. These indices correspond to the array of
* property attributes in the EXT_structural_metadata extension.
*
* @type {number[]}
* @private
*/
this.propertyAttributeIds = [];
/**
* If the CESIUM_primitive_outline glTF extension is used, this property
* stores an additional attribute storing outline coordinates.
*
* @type {Attribute}
* @private
*/
this.outlineCoordinates = undefined;
}
/**
* Position and metadata information for instances of a node.
*
* @alias ModelComponents.Instances
* @constructor
*
* @private
*/
function Instances() {
/**
* The instance attributes, e.g. translation, rotation, scale, feature id, etc.
*
* @type {ModelComponents.Attribute[]}
* @private
*/
this.attributes = [];
/**
* The feature ID attributes associated with this set of instances.
* Feature ID attribute types may be interleaved.
*
* @type {Array<ModelComponents.FeatureIdAttribute|ModelComponents.FeatureIdImplicitRange>}
* @private
*/
this.featureIds = [];
/**
* Whether the instancing transforms are applied in world space. For glTF models that
* use EXT_mesh_gpu_instancing, the transform is applied in object space. For i3dm files,
* the instance transform is in world space.
*
* @type {boolean}
* @private
*/
this.transformInWorldSpace = false;
}
/**
* Joints and matrices defining a skin.
*
* @alias ModelComponents.Skin
* @constructor
*
* @private
*/
function Skin() {
/**
* The index of the skin in the glTF. This is useful for finding the skin
* that applies to a node after the skin is instantiated at runtime.
*
* @type {number}
* @private
*/
this.index = undefined;
/**
* The joints.
*
* @type {ModelComponents.Node[]}
* @private
*/
this.joints = [];
/**
* The inverse bind matrices of the joints.
*
* @type {Matrix4[]}
* @private
*/
this.inverseBindMatrices = [];
}
/**
* A node in the node hierarchy.
*
* @alias ModelComponents.Node
* @constructor
*
* @private
*/
function Node() {
/**
* The name of the node.
*
* @type {string}
* @private
*/
this.name = undefined;
/**
* The index of the node in the glTF. This is useful for finding the nodes
* that belong to a skin after they have been instantiated at runtime.
*
* @type {number}
* @private
*/
this.index = undefined;
/**
* The children nodes.
*
* @type {ModelComponents.Node[]}
* @private
*/
this.children = [];
/**
* The mesh primitives.
*
* @type {ModelComponents.Primitive[]}
* @private
*/
this.primitives = [];
/**
* Instances of this node.
*
* @type {ModelComponents.Instances}
* @private
*/
this.instances = undefined;
/**
* The skin.
*
* @type {ModelComponents.Skin}
* @private
*/
this.skin = undefined;
/**
* The local transformation matrix. When matrix is defined translation,
* rotation, and scale must be undefined. When matrix is undefined
* translation, rotation, and scale must all be defined.
*
* @type {Matrix4}
* @private
*/
this.matrix = undefined;
/**
* The local translation.
*
* @type {Cartesian3}
* @private
*/
this.translation = undefined;
/**
* The local rotation.
*
* @type {Quaternion}
* @private
*/
this.rotation = undefined;
/**
* The local scale.
*
* @type {Cartesian3}
* @private
*/
this.scale = undefined;
/**
* An array of weights to be applied to the primitives' morph targets.
* These are supplied by either the node or its mesh.
*
* @type {number[]}
* @private
*/
this.morphWeights = [];
/**
* The name of the articulation affecting this node, as defined by the
* AGI_articulations extension.
*
* @type {string}
* @private
*/
this.articulationName = undefined;
}
/**
* A scene containing nodes.
*
* @alias ModelComponents.Scene
* @constructor
*
* @private
*/
function Scene() {
/**
* The nodes belonging to the scene.
*
* @type {ModelComponents.Node[]}
* @private
*/
this.nodes = [];
}
/**
* The property of the node that is targeted by an animation. The values of
* this enum are used to look up the appropriate property on the runtime node.
*
* @alias {ModelComponents.AnimatedPropertyType}
* @enum {string}
*
* @private
*/
const AnimatedPropertyType = {
TRANSLATION: "translation",
ROTATION: "rotation",
SCALE: "scale",
WEIGHTS: "weights",
};
/**
* An animation sampler that describes the sources of animated keyframe data
* and their interpolation.
*
* @alias {ModelComponents.AnimationSampler}
* @constructor
*
* @private
*/
function AnimationSampler() {
/**
* The timesteps of the animation.
*
* @type {number[]}
* @private
*/
this.input = [];
/**
* The method used to interpolate between the animation's keyframe data.
*
* @type {InterpolationType}
* @private
*/
this.interpolation = undefined;
/**
* The keyframe data of the animation.
*
* @type {number[]|Cartesian3[]|Quaternion[]}
* @private
*/
this.output = [];
}
/**
* An animation target, which specifies the node and property to animate.
*
* @alias {ModelComponents.AnimationTarget}
* @constructor
*
* @private
*/
function AnimationTarget() {
/**
* The node that will be affected by the animation.
*
* @type {ModelComponents.Node}
* @private
*/
this.node = undefined;
/**
* The property of the node to be animated.
*
* @type {ModelComponents.AnimatedPropertyType}
* @private
*/
this.path = undefined;
}
/**
* An animation channel linking an animation sampler and the target it animates.
*
* @alias {ModelComponents.AnimationChannel}
* @constructor
*
* @private
*/
function AnimationChannel() {
/**
* The sampler used as the source of the animation data.
*
* @type {ModelComponents.AnimationSampler}
* @private
*/
this.sampler = undefined;
/**
* The target of the animation.
*
* @type {ModelComponents.AnimationTarget}
* @private
*/
this.target = undefined;
}
/**
* An animation in the model.
*
* @alias {ModelComponents.Animation}
* @constructor
*
* @private
*/
function Animation() {
/**
* The name of the animation.
*
* @type {string}
* @private
*/
this.name = undefined;
/**
* The samplers used in this animation.
*
* @type {ModelComponents.AnimationSampler[]}
* @private
*/
this.samplers = [];
/**
* The channels used in this animation.
*
* @type {ModelComponents.AnimationChannel[]}
* @private
*/
this.channels = [];
}
/**
* An articulation stage belonging to an articulation from the
* AGI_articulations extension.
*
* @alias {ModelComponents.ArticulationStage}
* @constructor
*
* @private
*/
function ArticulationStage() {
/**
* The name of the articulation stage.
*
* @type {string}
* @private
*/
this.name = undefined;
/**
* The type of the articulation stage, defined by the type of motion it modifies.
*
* @type {ArticulationStageType}
* @private
*/
this.type = undefined;
/**
* The minimum value for the range of motion of this articulation stage.
*
* @type {number}
* @private
*/
this.minimumValue = undefined;
/**
* The maximum value for the range of motion of this articulation stage.
*
* @type {number}