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// Automatically generated - do not modify!
package cesium
/**
* Content pipeline functions for geometries.
* @see Online Documentation
*/
@JsName("\$cesium__GeometryPipeline")
external object GeometryPipeline {
/**
* Converts a geometry's triangle indices to line indices. If the geometry has an `indices`
* and its `primitiveType` is `TRIANGLES`, `TRIANGLE_STRIP`,
* `TRIANGLE_FAN`, it is converted to `LINES`; otherwise, the geometry is not changed.
*
* This is commonly used to create a wireframe geometry for visual debugging.
* ```
* geometry = GeometryPipeline.toWireframe(geometry);
* ```
* @param [geometry] The geometry to modify.
* @return The modified `geometry` argument, with its triangle indices converted to lines.
* @see Online Documentation
*/
fun toWireframe(geometry: Geometry): Geometry
/**
* Creates a new [Geometry] with `LINES` representing the provided
* attribute (`attributeName`) for the provided geometry. This is used to
* visualize vector attributes like normals, tangents, and bitangents.
* ```
* var geometry = GeometryPipeline.createLineSegmentsForVectors(instance.geometry, 'bitangent', 100000.0);
* ```
* @param [geometry] The `Geometry` instance with the attribute.
* @param [attributeName] The name of the attribute.
* Default value - `'normal'`
* @param [length] The length of each line segment in meters. This can be negative to point the vector in the opposite direction.
* Default value - `10000.0`
* @return A new `Geometry` instance with line segments for the vector.
* @see Online Documentation
*/
fun createLineSegmentsForVectors(
geometry: Geometry,
attributeName: String? = definedExternally,
length: Int? = definedExternally,
): Geometry
/**
* Creates an object that maps attribute names to unique locations (indices)
* for matching vertex attributes and shader programs.
* ```
* var attributeLocations = GeometryPipeline.createAttributeLocations(geometry);
* // Example output
* // {
* // 'position' : 0,
* // 'normal' : 1
* // }
* ```
* @param [geometry] The geometry, which is not modified, to create the object for.
* @return An object with attribute name / index pairs.
* @see Online Documentation
*/
fun createAttributeLocations(geometry: Geometry): Any
/**
* Reorders a geometry's attributes and `indices` to achieve better performance from the GPU's pre-vertex-shader cache.
* ```
* geometry = GeometryPipeline.reorderForPreVertexCache(geometry);
* ```
* @param [geometry] The geometry to modify.
* @return The modified `geometry` argument, with its attributes and indices reordered for the GPU's pre-vertex-shader cache.
* @see Online Documentation
*/
fun reorderForPreVertexCache(geometry: Geometry): Geometry
/**
* Reorders a geometry's `indices` to achieve better performance from the GPU's
* post vertex-shader cache by using the Tipsify algorithm. If the geometry `primitiveType`
* is not `TRIANGLES` or the geometry does not have an `indices`, this function has no effect.
* ```
* geometry = GeometryPipeline.reorderForPostVertexCache(geometry);
* ```
* @param [geometry] The geometry to modify.
* @param [cacheCapacity] The number of vertices that can be held in the GPU's vertex cache.
* Default value - `24`
* @return The modified `geometry` argument, with its indices reordered for the post-vertex-shader cache.
* @see Online Documentation
*/
fun reorderForPostVertexCache(
geometry: Geometry,
cacheCapacity: Int? = definedExternally,
): Geometry
/**
* Splits a geometry into multiple geometries, if necessary, to ensure that indices in the
* `indices` fit into unsigned shorts. This is used to meet the WebGL requirements
* when unsigned int indices are not supported.
*
* If the geometry does not have any `indices`, this function has no effect.
* ```
* var geometries = GeometryPipeline.fitToUnsignedShortIndices(geometry);
* ```
* @param [geometry] The geometry to be split into multiple geometries.
* @return An array of geometries, each with indices that fit into unsigned shorts.
* @see Online Documentation
*/
fun fitToUnsignedShortIndices(geometry: Geometry): Array
/**
* Projects a geometry's 3D `position` attribute to 2D, replacing the `position`
* attribute with separate `position3D` and `position2D` attributes.
*
* If the geometry does not have a `position`, this function has no effect.
* ```
* geometry = GeometryPipeline.projectTo2D(geometry, 'position', 'position3D', 'position2D');
* ```
* @param [geometry] The geometry to modify.
* @param [attributeName] The name of the attribute.
* @param [attributeName3D] The name of the attribute in 3D.
* @param [attributeName2D] The name of the attribute in 2D.
* @param [projection] The projection to use.
* Default value - [GeographicProjection()][GeographicProjection]
* @return The modified `geometry` argument with `position3D` and `position2D` attributes.
* @see Online Documentation
*/
fun projectTo2D(
geometry: Geometry,
attributeName: String,
attributeName3D: String,
attributeName2D: String,
projection: Any? = definedExternally,
): Geometry
/**
* Encodes floating-point geometry attribute values as two separate attributes to improve
* rendering precision.
*
* This is commonly used to create high-precision position vertex attributes.
* ```
* geometry = GeometryPipeline.encodeAttribute(geometry, 'position3D', 'position3DHigh', 'position3DLow');
* ```
* @param [geometry] The geometry to modify.
* @param [attributeName] The name of the attribute.
* @param [attributeHighName] The name of the attribute for the encoded high bits.
* @param [attributeLowName] The name of the attribute for the encoded low bits.
* @return The modified `geometry` argument, with its encoded attribute.
* @see Online Documentation
*/
fun encodeAttribute(
geometry: Geometry,
attributeName: String,
attributeHighName: String,
attributeLowName: String,
): Geometry
/**
* Transforms a geometry instance to world coordinates. This changes
* the instance's `modelMatrix` to [Matrix4.IDENTITY] and transforms the
* following attributes if they are present: `position`, `normal`,
* `tangent`, and `bitangent`.
* ```
* GeometryPipeline.transformToWorldCoordinates(instance);
* ```
* @param [instance] The geometry instance to modify.
* @return The modified `instance` argument, with its attributes transforms to world coordinates.
* @see Online Documentation
*/
fun transformToWorldCoordinates(instance: GeometryInstance): GeometryInstance
/**
* Computes per-vertex normals for a geometry containing `TRIANGLES` by averaging the normals of
* all triangles incident to the vertex. The result is a new `normal` attribute added to the geometry.
* This assumes a counter-clockwise winding order.
* ```
* GeometryPipeline.computeNormal(geometry);
* ```
* @param [geometry] The geometry to modify.
* @return The modified `geometry` argument with the computed `normal` attribute.
* @see Online Documentation
*/
fun computeNormal(geometry: Geometry): Geometry
/**
* Computes per-vertex tangents and bitangents for a geometry containing `TRIANGLES`.
* The result is new `tangent` and `bitangent` attributes added to the geometry.
* This assumes a counter-clockwise winding order.
*
* Based on Computing Tangent Space Basis Vectors
* for an Arbitrary Mesh by Eric Lengyel.
* ```
* GeometryPipeline.computeTangentAndBiTangent(geometry);
* ```
* @param [geometry] The geometry to modify.
* @return The modified `geometry` argument with the computed `tangent` and `bitangent` attributes.
* @see Online Documentation
*/
fun computeTangentAndBitangent(geometry: Geometry): Geometry
/**
* Compresses and packs geometry normal attribute values to save memory.
* ```
* geometry = GeometryPipeline.compressVertices(geometry);
* ```
* @param [geometry] The geometry to modify.
* @return The modified `geometry` argument, with its normals compressed and packed.
* @see Online Documentation
*/
fun compressVertices(geometry: Geometry): Geometry
}