All files / engine/Source/Core QuantizedMeshTerrainData.js

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import BoundingSphere from "./BoundingSphere.js";
import Cartesian2 from "./Cartesian2.js";
import Cartesian3 from "./Cartesian3.js";
import Check from "./Check.js";
import Frozen from "./Frozen.js";
import defined from "./defined.js";
import DeveloperError from "./DeveloperError.js";
import IndexDatatype from "./IndexDatatype.js";
import Intersections2D from "./Intersections2D.js";
import CesiumMath from "./Math.js";
import OrientedBoundingBox from "./OrientedBoundingBox.js";
import TaskProcessor from "./TaskProcessor.js";
import TerrainData from "./TerrainData.js";
import TerrainEncoding from "./TerrainEncoding.js";
import TerrainMesh from "./TerrainMesh.js";
 
/**
 * Terrain data for a single tile where the terrain data is represented as a quantized mesh.  A quantized
 * mesh consists of three vertex attributes, longitude, latitude, and height.  All attributes are expressed
 * as 16-bit values in the range 0 to 32767.  Longitude and latitude are zero at the southwest corner
 * of the tile and 32767 at the northeast corner.  Height is zero at the minimum height in the tile
 * and 32767 at the maximum height in the tile.
 *
 * @alias QuantizedMeshTerrainData
 * @constructor
 *
 * @param {object} options Object with the following properties:
 * @param {Uint16Array} options.quantizedVertices The buffer containing the quantized mesh.
 * @param {Uint16Array|Uint32Array} options.indices The indices specifying how the quantized vertices are linked
 *                      together into triangles.  Each three indices specifies one triangle.
 * @param {number} options.minimumHeight The minimum terrain height within the tile, in meters above the ellipsoid.
 * @param {number} options.maximumHeight The maximum terrain height within the tile, in meters above the ellipsoid.
 * @param {BoundingSphere} options.boundingSphere A sphere bounding all of the vertices in the mesh.
 * @param {OrientedBoundingBox} [options.orientedBoundingBox] An OrientedBoundingBox bounding all of the vertices in the mesh.
 * @param {Cartesian3} options.horizonOcclusionPoint The horizon occlusion point of the mesh.  If this point
 *                      is below the horizon, the entire tile is assumed to be below the horizon as well.
 *                      The point is expressed in ellipsoid-scaled coordinates.
 * @param {number[]} options.westIndices The indices of the vertices on the western edge of the tile.
 * @param {number[]} options.southIndices The indices of the vertices on the southern edge of the tile.
 * @param {number[]} options.eastIndices The indices of the vertices on the eastern edge of the tile.
 * @param {number[]} options.northIndices The indices of the vertices on the northern edge of the tile.
 * @param {number} options.westSkirtHeight The height of the skirt to add on the western edge of the tile.
 * @param {number} options.southSkirtHeight The height of the skirt to add on the southern edge of the tile.
 * @param {number} options.eastSkirtHeight The height of the skirt to add on the eastern edge of the tile.
 * @param {number} options.northSkirtHeight The height of the skirt to add on the northern edge of the tile.
 * @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 {boolean} [options.createdByUpsampling=false] True if this instance was created by upsampling another instance;
 *                  otherwise, false.
 * @param {Uint8Array} [options.encodedNormals] The buffer containing per vertex normals, encoded using 'oct' encoding
 * @param {Uint8Array} [options.waterMask] The buffer containing the watermask.
 * @param {Credit[]} [options.credits] Array of credits for this tile.
 *
 *
 * @example
 * const data = new Cesium.QuantizedMeshTerrainData({
 *     minimumHeight : -100,
 *     maximumHeight : 2101,
 *     quantizedVertices : new Uint16Array([// order is SW NW SE NE
 *                                          // longitude
 *                                          0, 0, 32767, 32767,
 *                                          // latitude
 *                                          0, 32767, 0, 32767,
 *                                          // heights
 *                                          16384, 0, 32767, 16384]),
 *     indices : new Uint16Array([0, 3, 1,
 *                                0, 2, 3]),
 *     boundingSphere : new Cesium.BoundingSphere(new Cesium.Cartesian3(1.0, 2.0, 3.0), 10000),
 *     orientedBoundingBox : new Cesium.OrientedBoundingBox(new Cesium.Cartesian3(1.0, 2.0, 3.0), Cesium.Matrix3.fromRotationX(Cesium.Math.PI, new Cesium.Matrix3())),
 *     horizonOcclusionPoint : new Cesium.Cartesian3(3.0, 2.0, 1.0),
 *     westIndices : [0, 1],
 *     southIndices : [0, 1],
 *     eastIndices : [2, 3],
 *     northIndices : [1, 3],
 *     westSkirtHeight : 1.0,
 *     southSkirtHeight : 1.0,
 *     eastSkirtHeight : 1.0,
 *     northSkirtHeight : 1.0
 * });
 *
 * @see TerrainData
 * @see HeightmapTerrainData
 * @see GoogleEarthEnterpriseTerrainData
 */
function QuantizedMeshTerrainData(options) {
  options = options ?? Frozen.EMPTY_OBJECT;
 
  //>>includeStart('debug', pragmas.debug)
  Check.typeOf.object("options.quantizedVertices", options.quantizedVertices);
  Check.typeOf.object("options.indices", options.indices);
  Check.typeOf.number("options.minimumHeight", options.minimumHeight);
  Check.typeOf.number("options.maximumHeight", options.maximumHeight);
  Check.typeOf.object("options.boundingSphere", options.boundingSphere);
  Check.typeOf.object(
    "options.horizonOcclusionPoint",
    options.horizonOcclusionPoint,
  );
  Check.typeOf.object("options.westIndices", options.westIndices);
  Check.typeOf.object("options.southIndices", options.southIndices);
  Check.typeOf.object("options.eastIndices", options.eastIndices);
  Check.typeOf.object("options.northIndices", options.northIndices);
  Check.typeOf.number("options.westSkirtHeight", options.westSkirtHeight);
  Check.typeOf.number("options.southSkirtHeight", options.southSkirtHeight);
  Check.typeOf.number("options.eastSkirtHeight", options.eastSkirtHeight);
  Check.typeOf.number("options.northSkirtHeight", options.northSkirtHeight);
  //>>includeEnd('debug');
 
  this._quantizedVertices = options.quantizedVertices;
  this._encodedNormals = options.encodedNormals;
  this._indices = options.indices;
  this._minimumHeight = options.minimumHeight;
  this._maximumHeight = options.maximumHeight;
  this._boundingSphere = options.boundingSphere;
  this._orientedBoundingBox = options.orientedBoundingBox;
  this._horizonOcclusionPoint = options.horizonOcclusionPoint;
  this._credits = options.credits;
 
  const vertexCount = this._quantizedVertices.length / 3;
  const uValues = (this._uValues = this._quantizedVertices.subarray(
    0,
    vertexCount,
  ));
  const vValues = (this._vValues = this._quantizedVertices.subarray(
    vertexCount,
    2 * vertexCount,
  ));
  this._heightValues = this._quantizedVertices.subarray(
    2 * vertexCount,
    3 * vertexCount,
  );
 
  // We don't assume that we can count on the edge vertices being sorted by u or v.
  function sortByV(a, b) {
    return vValues[a] - vValues[b];
  }
 
  function sortByU(a, b) {
    return uValues[a] - uValues[b];
  }
 
  this._westIndices = sortIndicesIfNecessary(
    options.westIndices,
    sortByV,
    vertexCount,
  );
  this._southIndices = sortIndicesIfNecessary(
    options.southIndices,
    sortByU,
    vertexCount,
  );
  this._eastIndices = sortIndicesIfNecessary(
    options.eastIndices,
    sortByV,
    vertexCount,
  );
  this._northIndices = sortIndicesIfNecessary(
    options.northIndices,
    sortByU,
    vertexCount,
  );
 
  this._westSkirtHeight = options.westSkirtHeight;
  this._southSkirtHeight = options.southSkirtHeight;
  this._eastSkirtHeight = options.eastSkirtHeight;
  this._northSkirtHeight = options.northSkirtHeight;
 
  this._childTileMask = options.childTileMask ?? 15;
 
  this._createdByUpsampling = options.createdByUpsampling ?? false;
  this._waterMask = options.waterMask;
 
  this._mesh = undefined;
}
 
Object.defineProperties(QuantizedMeshTerrainData.prototype, {
  /**
   * An array of credits for this tile.
   * @memberof QuantizedMeshTerrainData.prototype
   * @type {Credit[]}
   */
  credits: {
    get: function () {
      return this._credits;
    },
  },
  /**
   * 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 QuantizedMeshTerrainData.prototype
   * @type {Uint8Array|HTMLImageElement|HTMLCanvasElement|undefined}
   */
  waterMask: {
    get: function () {
      return this._waterMask;
    },
  },
 
  childTileMask: {
    get: function () {
      return this._childTileMask;
    },
  },
 
  canUpsample: {
    get: function () {
      return defined(this._mesh);
    },
  },
});
 
const arrayScratch = [];
 
function sortIndicesIfNecessary(indices, sortFunction, vertexCount) {
  arrayScratch.length = indices.length;
 
  let needsSort = false;
  for (let i = 0, len = indices.length; i < len; ++i) {
    arrayScratch[i] = indices[i];
    needsSort =
      needsSort || (i > 0 && sortFunction(indices[i - 1], indices[i]) > 0);
  }
 
  if (needsSort) {
    arrayScratch.sort(sortFunction);
    return IndexDatatype.createTypedArray(vertexCount, arrayScratch);
  }
  return indices;
}
 
const createMeshTaskName = "createVerticesFromQuantizedTerrainMesh";
const createMeshTaskProcessorNoThrottle = new TaskProcessor(createMeshTaskName);
const createMeshTaskProcessorThrottle = new TaskProcessor(
  createMeshTaskName,
  TerrainData.maximumAsynchronousTasks,
);
 
/**
 * Creates a {@link TerrainMesh} from this terrain data.
 *
 * @private
 *
 * @param {object} options Object with the following properties:
 * @param {TilingScheme} options.tilingScheme The tiling scheme to which this tile belongs.
 * @param {number} options.x The X coordinate of the tile for which to create the terrain data.
 * @param {number} options.y The Y coordinate of the tile for which to create the terrain data.
 * @param {number} options.level The level of the tile for which to create the terrain data.
 * @param {number} [options.exaggeration=1.0] The scale used to exaggerate the terrain.
 * @param {number} [options.exaggerationRelativeHeight=0.0] The height relative to which terrain is exaggerated.
 * @param {boolean} [options.throttle=true] If true, indicates that this operation will need to be retried if too many asynchronous mesh creations are already in progress.
 * @returns {Promise<TerrainMesh>|undefined} 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.
 */
QuantizedMeshTerrainData.prototype.createMesh = function (options) {
  options = options ?? Frozen.EMPTY_OBJECT;
 
  //>>includeStart('debug', pragmas.debug);
  Check.typeOf.object("options.tilingScheme", options.tilingScheme);
  Check.typeOf.number("options.x", options.x);
  Check.typeOf.number("options.y", options.y);
  Check.typeOf.number("options.level", options.level);
  //>>includeEnd('debug');
 
  const tilingScheme = options.tilingScheme;
  const x = options.x;
  const y = options.y;
  const level = options.level;
  const exaggeration = options.exaggeration ?? 1.0;
  const exaggerationRelativeHeight = options.exaggerationRelativeHeight ?? 0.0;
  const throttle = options.throttle ?? true;
 
  const ellipsoid = tilingScheme.ellipsoid;
  const rectangle = tilingScheme.tileXYToRectangle(x, y, level);
 
  const createMeshTaskProcessor = throttle
    ? createMeshTaskProcessorThrottle
    : createMeshTaskProcessorNoThrottle;
 
  const verticesPromise = createMeshTaskProcessor.scheduleTask({
    minimumHeight: this._minimumHeight,
    maximumHeight: this._maximumHeight,
    quantizedVertices: this._quantizedVertices,
    octEncodedNormals: this._encodedNormals,
    includeWebMercatorT: true,
    indices: this._indices,
    westIndices: this._westIndices,
    southIndices: this._southIndices,
    eastIndices: this._eastIndices,
    northIndices: this._northIndices,
    westSkirtHeight: this._westSkirtHeight,
    southSkirtHeight: this._southSkirtHeight,
    eastSkirtHeight: this._eastSkirtHeight,
    northSkirtHeight: this._northSkirtHeight,
    rectangle: rectangle,
    relativeToCenter: this._boundingSphere.center,
    ellipsoid: ellipsoid,
    exaggeration: exaggeration,
    exaggerationRelativeHeight: exaggerationRelativeHeight,
  });
 
  if (!defined(verticesPromise)) {
    // Postponed
    return undefined;
  }
 
  const that = this;
  return Promise.resolve(verticesPromise).then(function (result) {
    const vertexCountWithoutSkirts = that._quantizedVertices.length / 3;
    const vertexCount =
      vertexCountWithoutSkirts +
      that._westIndices.length +
      that._southIndices.length +
      that._eastIndices.length +
      that._northIndices.length;
    const indicesTypedArray = IndexDatatype.createTypedArray(
      vertexCount,
      result.indices,
    );
 
    const vertices = new Float32Array(result.vertices);
    const rtc = result.center;
    const minimumHeight = result.minimumHeight;
    const maximumHeight = result.maximumHeight;
    const boundingSphere = that._boundingSphere;
    const obb = that._orientedBoundingBox;
    const occludeePointInScaledSpace =
      Cartesian3.clone(result.occludeePointInScaledSpace) ??
      that._horizonOcclusionPoint;
    const stride = result.vertexStride;
    const terrainEncoding = TerrainEncoding.clone(result.encoding);
 
    // Clone complex result objects because the transfer from the web worker
    // has stripped them down to JSON-style objects.
    that._mesh = new TerrainMesh(
      rtc,
      vertices,
      indicesTypedArray,
      result.indexCountWithoutSkirts,
      vertexCountWithoutSkirts,
      minimumHeight,
      maximumHeight,
      rectangle,
      boundingSphere,
      occludeePointInScaledSpace,
      stride,
      obb,
      terrainEncoding,
      result.westIndicesSouthToNorth,
      result.southIndicesEastToWest,
      result.eastIndicesNorthToSouth,
      result.northIndicesWestToEast,
    );
 
    // Free memory received from server after mesh is created.
    that._quantizedVertices = undefined;
    that._encodedNormals = undefined;
    that._indices = undefined;
 
    that._uValues = undefined;
    that._vValues = undefined;
    that._heightValues = undefined;
 
    that._westIndices = undefined;
    that._southIndices = undefined;
    that._eastIndices = undefined;
    that._northIndices = undefined;
 
    return that._mesh;
  });
};
 
const upsampleTaskProcessor = new TaskProcessor(
  "upsampleQuantizedTerrainMesh",
  TerrainData.maximumAsynchronousTasks,
);
 
/**
 * Upsamples this terrain data for use by a descendant tile.  The resulting instance will contain a subset of the
 * vertices in this instance, interpolated if necessary.
 *
 * @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<QuantizedMeshTerrainData>|undefined} 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.
 */
QuantizedMeshTerrainData.prototype.upsample = function (
  tilingScheme,
  thisX,
  thisY,
  thisLevel,
  descendantX,
  descendantY,
  descendantLevel,
) {
  //>>includeStart('debug', pragmas.debug);
  Iif (!defined(tilingScheme)) {
    throw new DeveloperError("tilingScheme is required.");
  }
  Iif (!defined(thisX)) {
    throw new DeveloperError("thisX is required.");
  }
  Iif (!defined(thisY)) {
    throw new DeveloperError("thisY is required.");
  }
  Iif (!defined(thisLevel)) {
    throw new DeveloperError("thisLevel is required.");
  }
  Iif (!defined(descendantX)) {
    throw new DeveloperError("descendantX is required.");
  }
  Iif (!defined(descendantY)) {
    throw new DeveloperError("descendantY is required.");
  }
  Iif (!defined(descendantLevel)) {
    throw new DeveloperError("descendantLevel is required.");
  }
  const levelDifference = descendantLevel - thisLevel;
  Iif (levelDifference > 1) {
    throw new DeveloperError(
      "Upsampling through more than one level at a time is not currently supported.",
    );
  }
  //>>includeEnd('debug');
 
  const mesh = this._mesh;
  if (!defined(this._mesh)) {
    return undefined;
  }
 
  const isEastChild = thisX * 2 !== descendantX;
  const isNorthChild = thisY * 2 === descendantY;
 
  const ellipsoid = tilingScheme.ellipsoid;
  const childRectangle = tilingScheme.tileXYToRectangle(
    descendantX,
    descendantY,
    descendantLevel,
  );
 
  const upsamplePromise = upsampleTaskProcessor.scheduleTask({
    vertices: mesh.vertices,
    vertexCountWithoutSkirts: mesh.vertexCountWithoutSkirts,
    indices: mesh.indices,
    indexCountWithoutSkirts: mesh.indexCountWithoutSkirts,
    encoding: mesh.encoding,
    minimumHeight: this._minimumHeight,
    maximumHeight: this._maximumHeight,
    isEastChild: isEastChild,
    isNorthChild: isNorthChild,
    childRectangle: childRectangle,
    ellipsoid: ellipsoid,
  });
 
  Iif (!defined(upsamplePromise)) {
    // Postponed
    return undefined;
  }
 
  let shortestSkirt = Math.min(this._westSkirtHeight, this._eastSkirtHeight);
  shortestSkirt = Math.min(shortestSkirt, this._southSkirtHeight);
  shortestSkirt = Math.min(shortestSkirt, this._northSkirtHeight);
 
  const westSkirtHeight = isEastChild
    ? shortestSkirt * 0.5
    : this._westSkirtHeight;
  const southSkirtHeight = isNorthChild
    ? shortestSkirt * 0.5
    : this._southSkirtHeight;
  const eastSkirtHeight = isEastChild
    ? this._eastSkirtHeight
    : shortestSkirt * 0.5;
  const northSkirtHeight = isNorthChild
    ? this._northSkirtHeight
    : shortestSkirt * 0.5;
  const credits = this._credits;
 
  return Promise.resolve(upsamplePromise).then(function (result) {
    const quantizedVertices = new Uint16Array(result.vertices);
    const indicesTypedArray = IndexDatatype.createTypedArray(
      quantizedVertices.length / 3,
      result.indices,
    );
    let encodedNormals;
    if (defined(result.encodedNormals)) {
      encodedNormals = new Uint8Array(result.encodedNormals);
    }
 
    return new QuantizedMeshTerrainData({
      quantizedVertices: quantizedVertices,
      indices: indicesTypedArray,
      encodedNormals: encodedNormals,
      minimumHeight: result.minimumHeight,
      maximumHeight: result.maximumHeight,
      boundingSphere: BoundingSphere.clone(result.boundingSphere),
      orientedBoundingBox: OrientedBoundingBox.clone(
        result.orientedBoundingBox,
      ),
      horizonOcclusionPoint: Cartesian3.clone(result.horizonOcclusionPoint),
      westIndices: result.westIndices,
      southIndices: result.southIndices,
      eastIndices: result.eastIndices,
      northIndices: result.northIndices,
      westSkirtHeight: westSkirtHeight,
      southSkirtHeight: southSkirtHeight,
      eastSkirtHeight: eastSkirtHeight,
      northSkirtHeight: northSkirtHeight,
      childTileMask: 0,
      credits: credits,
      createdByUpsampling: true,
    });
  });
};
 
const maxShort = 32767;
const barycentricCoordinateScratch = new Cartesian3();
 
/**
 * Computes the terrain height at a specified longitude and latitude.
 *
 * @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.  The position is clamped to
 *          the rectangle, so expect incorrect results for positions far outside the rectangle.
 */
QuantizedMeshTerrainData.prototype.interpolateHeight = function (
  rectangle,
  longitude,
  latitude,
) {
  let u = CesiumMath.clamp(
    (longitude - rectangle.west) / rectangle.width,
    0.0,
    1.0,
  );
  u *= maxShort;
  let v = CesiumMath.clamp(
    (latitude - rectangle.south) / rectangle.height,
    0.0,
    1.0,
  );
  v *= maxShort;
 
  Eif (!defined(this._mesh)) {
    return interpolateHeight(this, u, v);
  }
 
  return interpolateMeshHeight(this, u, v);
};
 
function pointInBoundingBox(u, v, u0, v0, u1, v1, u2, v2) {
  const minU = Math.min(u0, u1, u2);
  const maxU = Math.max(u0, u1, u2);
  const minV = Math.min(v0, v1, v2);
  const maxV = Math.max(v0, v1, v2);
  return u >= minU && u <= maxU && v >= minV && v <= maxV;
}
 
const texCoordScratch0 = new Cartesian2();
const texCoordScratch1 = new Cartesian2();
const texCoordScratch2 = new Cartesian2();
 
function interpolateMeshHeight(terrainData, u, v) {
  const mesh = terrainData._mesh;
  const vertices = mesh.vertices;
  const encoding = mesh.encoding;
  const indices = mesh.indices;
 
  for (let i = 0, len = indices.length; i < len; i += 3) {
    const i0 = indices[i];
    const i1 = indices[i + 1];
    const i2 = indices[i + 2];
 
    const uv0 = encoding.decodeTextureCoordinates(
      vertices,
      i0,
      texCoordScratch0,
    );
    const uv1 = encoding.decodeTextureCoordinates(
      vertices,
      i1,
      texCoordScratch1,
    );
    const uv2 = encoding.decodeTextureCoordinates(
      vertices,
      i2,
      texCoordScratch2,
    );
 
    if (pointInBoundingBox(u, v, uv0.x, uv0.y, uv1.x, uv1.y, uv2.x, uv2.y)) {
      const barycentric = Intersections2D.computeBarycentricCoordinates(
        u,
        v,
        uv0.x,
        uv0.y,
        uv1.x,
        uv1.y,
        uv2.x,
        uv2.y,
        barycentricCoordinateScratch,
      );
      if (
        barycentric.x >= -1e-15 &&
        barycentric.y >= -1e-15 &&
        barycentric.z >= -1e-15
      ) {
        const h0 = encoding.decodeHeight(vertices, i0);
        const h1 = encoding.decodeHeight(vertices, i1);
        const h2 = encoding.decodeHeight(vertices, i2);
        return barycentric.x * h0 + barycentric.y * h1 + barycentric.z * h2;
      }
    }
  }
 
  // Position does not lie in any triangle in this mesh.
  return undefined;
}
 
function interpolateHeight(terrainData, u, v) {
  const uBuffer = terrainData._uValues;
  const vBuffer = terrainData._vValues;
  const heightBuffer = terrainData._heightValues;
 
  const indices = terrainData._indices;
  for (let i = 0, len = indices.length; i < len; i += 3) {
    const i0 = indices[i];
    const i1 = indices[i + 1];
    const i2 = indices[i + 2];
 
    const u0 = uBuffer[i0];
    const u1 = uBuffer[i1];
    const u2 = uBuffer[i2];
 
    const v0 = vBuffer[i0];
    const v1 = vBuffer[i1];
    const v2 = vBuffer[i2];
 
    if (pointInBoundingBox(u, v, u0, v0, u1, v1, u2, v2)) {
      const barycentric = Intersections2D.computeBarycentricCoordinates(
        u,
        v,
        u0,
        v0,
        u1,
        v1,
        u2,
        v2,
        barycentricCoordinateScratch,
      );
      if (
        barycentric.x >= -1e-15 &&
        barycentric.y >= -1e-15 &&
        barycentric.z >= -1e-15
      ) {
        const quantizedHeight =
          barycentric.x * heightBuffer[i0] +
          barycentric.y * heightBuffer[i1] +
          barycentric.z * heightBuffer[i2];
        return CesiumMath.lerp(
          terrainData._minimumHeight,
          terrainData._maximumHeight,
          quantizedHeight / maxShort,
        );
      }
    }
  }
 
  // Position does not lie in any triangle in this mesh.
  return undefined;
}
 
/**
 * Determines if a given child tile is available, based on the
 * {@link QuantizedMeshTerrainData.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.
 *
 * @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.
 */
QuantizedMeshTerrainData.prototype.isChildAvailable = function (
  thisX,
  thisY,
  childX,
  childY,
) {
  //>>includeStart('debug', pragmas.debug);
  Check.typeOf.number("thisX", thisX);
  Check.typeOf.number("thisY", thisY);
  Check.typeOf.number("childX", childX);
  Check.typeOf.number("childY", childY);
  //>>includeEnd('debug');
 
  let 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}.
 *
 * @returns {boolean} True if this instance was created by upsampling; otherwise, false.
 */
QuantizedMeshTerrainData.prototype.wasCreatedByUpsampling = function () {
  return this._createdByUpsampling;
};
export default QuantizedMeshTerrainData;