@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
550 lines (496 loc) • 16.4 kB
JavaScript
import AssociativeArray from "../Core/AssociativeArray.js";
import BoundingSphere from "../Core/BoundingSphere.js";
import Check from "../Core/Check.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import ClassificationType from "../Scene/ClassificationType.js";
import MaterialAppearance from "../Scene/MaterialAppearance.js";
import PerInstanceColorAppearance from "../Scene/PerInstanceColorAppearance.js";
import ShadowMode from "../Scene/ShadowMode.js";
import BoundingSphereState from "./BoundingSphereState.js";
import ColorMaterialProperty from "./ColorMaterialProperty.js";
import DynamicGeometryBatch from "./DynamicGeometryBatch.js";
import Entity from "./Entity.js";
import GeometryUpdaterSet from "./GeometryUpdaterSet.js";
import StaticGeometryColorBatch from "./StaticGeometryColorBatch.js";
import StaticGeometryPerMaterialBatch from "./StaticGeometryPerMaterialBatch.js";
import StaticGroundGeometryColorBatch from "./StaticGroundGeometryColorBatch.js";
import StaticGroundGeometryPerMaterialBatch from "./StaticGroundGeometryPerMaterialBatch.js";
import StaticOutlineGeometryBatch from "./StaticOutlineGeometryBatch.js";
const emptyArray = [];
/**
* A general purpose visualizer for geometry represented by {@link Primitive} instances.
* @alias GeometryVisualizer
* @constructor
*
* @param {Scene} scene The scene the primitives will be rendered in.
* @param {EntityCollection} entityCollection The entityCollection to visualize.
* @param {PrimitiveCollection} [primitives=scene.primitives] A collection to add primitives related to the entities
* @param {PrimitiveCollection} [groundPrimitives=scene.groundPrimitives] A collection to add ground primitives related to the entities
*/
function GeometryVisualizer(
scene,
entityCollection,
primitives,
groundPrimitives,
) {
//>>includeStart('debug', pragmas.debug);
Check.defined("scene", scene);
Check.defined("entityCollection", entityCollection);
//>>includeEnd('debug');
primitives = primitives ?? scene.primitives;
groundPrimitives = groundPrimitives ?? scene.groundPrimitives;
this._scene = scene;
this._primitives = primitives;
this._groundPrimitives = groundPrimitives;
this._entityCollection = undefined;
this._addedObjects = new AssociativeArray();
this._removedObjects = new AssociativeArray();
this._changedObjects = new AssociativeArray();
const numberOfShadowModes = ShadowMode.NUMBER_OF_SHADOW_MODES;
this._outlineBatches = new Array(numberOfShadowModes * 2);
this._closedColorBatches = new Array(numberOfShadowModes * 2);
this._closedMaterialBatches = new Array(numberOfShadowModes * 2);
this._openColorBatches = new Array(numberOfShadowModes * 2);
this._openMaterialBatches = new Array(numberOfShadowModes * 2);
const supportsMaterialsforEntitiesOnTerrain =
Entity.supportsMaterialsforEntitiesOnTerrain(scene);
this._supportsMaterialsforEntitiesOnTerrain =
supportsMaterialsforEntitiesOnTerrain;
let i;
for (i = 0; i < numberOfShadowModes; ++i) {
this._outlineBatches[i] = new StaticOutlineGeometryBatch(
primitives,
scene,
i,
false,
);
this._outlineBatches[numberOfShadowModes + i] =
new StaticOutlineGeometryBatch(primitives, scene, i, true);
this._closedColorBatches[i] = new StaticGeometryColorBatch(
primitives,
PerInstanceColorAppearance,
undefined,
true,
i,
true,
);
this._closedColorBatches[numberOfShadowModes + i] =
new StaticGeometryColorBatch(
primitives,
PerInstanceColorAppearance,
undefined,
true,
i,
false,
);
this._closedMaterialBatches[i] = new StaticGeometryPerMaterialBatch(
primitives,
MaterialAppearance,
undefined,
true,
i,
true,
);
this._closedMaterialBatches[numberOfShadowModes + i] =
new StaticGeometryPerMaterialBatch(
primitives,
MaterialAppearance,
undefined,
true,
i,
false,
);
this._openColorBatches[i] = new StaticGeometryColorBatch(
primitives,
PerInstanceColorAppearance,
undefined,
false,
i,
true,
);
this._openColorBatches[numberOfShadowModes + i] =
new StaticGeometryColorBatch(
primitives,
PerInstanceColorAppearance,
undefined,
false,
i,
false,
);
this._openMaterialBatches[i] = new StaticGeometryPerMaterialBatch(
primitives,
MaterialAppearance,
undefined,
false,
i,
true,
);
this._openMaterialBatches[numberOfShadowModes + i] =
new StaticGeometryPerMaterialBatch(
primitives,
MaterialAppearance,
undefined,
false,
i,
false,
);
}
const numberOfClassificationTypes =
ClassificationType.NUMBER_OF_CLASSIFICATION_TYPES;
const groundColorBatches = new Array(numberOfClassificationTypes);
const groundMaterialBatches = [];
if (supportsMaterialsforEntitiesOnTerrain) {
for (i = 0; i < numberOfClassificationTypes; ++i) {
groundMaterialBatches.push(
new StaticGroundGeometryPerMaterialBatch(
groundPrimitives,
i,
MaterialAppearance,
),
);
groundColorBatches[i] = new StaticGroundGeometryColorBatch(
groundPrimitives,
i,
);
}
} else {
for (i = 0; i < numberOfClassificationTypes; ++i) {
groundColorBatches[i] = new StaticGroundGeometryColorBatch(
groundPrimitives,
i,
);
}
}
this._groundColorBatches = groundColorBatches;
this._groundMaterialBatches = groundMaterialBatches;
this._dynamicBatch = new DynamicGeometryBatch(primitives, groundPrimitives);
this._batches = this._outlineBatches.concat(
this._closedColorBatches,
this._closedMaterialBatches,
this._openColorBatches,
this._openMaterialBatches,
this._groundColorBatches,
this._groundMaterialBatches,
this._dynamicBatch,
);
this._subscriptions = new AssociativeArray();
this._updaterSets = new AssociativeArray();
this._entityCollection = entityCollection;
entityCollection.collectionChanged.addEventListener(
GeometryVisualizer.prototype._onCollectionChanged,
this,
);
this._onCollectionChanged(
entityCollection,
entityCollection.values,
emptyArray,
);
}
/**
* Add the provided updater to the default list of updaters if not already included
* @private
* @param {GeometryUpdater} updater
*/
GeometryVisualizer.registerUpdater = function (updater) {
GeometryUpdaterSet.registerUpdater(updater);
};
/**
* Remove the provided updater from the default list of updaters if included
* @private
* @param {GeometryUpdater} updater
*/
GeometryVisualizer.unregisterUpdater = function (updater) {
GeometryUpdaterSet.unregisterUpdater(updater);
};
/**
* Updates all of the primitives created by this visualizer to match their
* Entity counterpart at the given time.
*
* @param {JulianDate} time The time to update to.
* @returns {boolean} True if the visualizer successfully updated to the provided time,
* false if the visualizer is waiting for asynchronous primitives to be created.
*/
GeometryVisualizer.prototype.update = function (time) {
//>>includeStart('debug', pragmas.debug);
Check.defined("time", time);
//>>includeEnd('debug');
const addedObjects = this._addedObjects;
const added = addedObjects.values;
const removedObjects = this._removedObjects;
const removed = removedObjects.values;
const changedObjects = this._changedObjects;
const changed = changedObjects.values;
let i;
let entity;
let id;
let updaterSet;
const that = this;
for (i = changed.length - 1; i > -1; i--) {
entity = changed[i];
id = entity.id;
updaterSet = this._updaterSets.get(id);
//If in a single update, an entity gets removed and a new instance
//re-added with the same id, the updater no longer tracks the
//correct entity, we need to both remove the old one and
//add the new one, which is done by pushing the entity
//onto the removed/added lists.
if (updaterSet.entity === entity) {
updaterSet.forEach(function (updater) {
that._removeUpdater(updater);
that._insertUpdaterIntoBatch(time, updater);
});
} else {
removed.push(entity);
added.push(entity);
}
}
for (i = removed.length - 1; i > -1; i--) {
entity = removed[i];
id = entity.id;
updaterSet = this._updaterSets.get(id);
updaterSet.forEach(this._removeUpdater.bind(this));
updaterSet.destroy();
this._updaterSets.remove(id);
this._subscriptions.get(id)();
this._subscriptions.remove(id);
}
for (i = added.length - 1; i > -1; i--) {
entity = added[i];
id = entity.id;
updaterSet = new GeometryUpdaterSet(entity, this._scene);
this._updaterSets.set(id, updaterSet);
updaterSet.forEach(function (updater) {
that._insertUpdaterIntoBatch(time, updater);
});
this._subscriptions.set(
id,
updaterSet.geometryChanged.addEventListener(
GeometryVisualizer._onGeometryChanged,
this,
),
);
}
addedObjects.removeAll();
removedObjects.removeAll();
changedObjects.removeAll();
let isUpdated = true;
const batches = this._batches;
const length = batches.length;
for (i = 0; i < length; i++) {
isUpdated = batches[i].update(time) && isUpdated;
}
return isUpdated;
};
const getBoundingSphereArrayScratch = [];
const getBoundingSphereBoundingSphereScratch = new BoundingSphere();
/**
* Computes a bounding sphere which encloses the visualization produced for the specified entity.
* The bounding sphere is in the fixed frame of the scene's globe.
*
* @param {Entity} entity The entity whose bounding sphere to compute.
* @param {BoundingSphere} result The bounding sphere onto which to store the result.
* @returns {BoundingSphereState} BoundingSphereState.DONE if the result contains the bounding sphere,
* BoundingSphereState.PENDING if the result is still being computed, or
* BoundingSphereState.FAILED if the entity has no visualization in the current scene.
* @private
*/
GeometryVisualizer.prototype.getBoundingSphere = function (entity, result) {
//>>includeStart('debug', pragmas.debug);
Check.defined("entity", entity);
Check.defined("result", result);
//>>includeEnd('debug');
const boundingSpheres = getBoundingSphereArrayScratch;
const tmp = getBoundingSphereBoundingSphereScratch;
let count = 0;
let state = BoundingSphereState.DONE;
const batches = this._batches;
const batchesLength = batches.length;
const id = entity.id;
const updaters = this._updaterSets.get(id).updaters;
for (let j = 0; j < updaters.length; j++) {
const updater = updaters[j];
for (let i = 0; i < batchesLength; i++) {
state = batches[i].getBoundingSphere(updater, tmp);
if (state === BoundingSphereState.PENDING) {
return BoundingSphereState.PENDING;
} else if (state === BoundingSphereState.DONE) {
boundingSpheres[count] = BoundingSphere.clone(
tmp,
boundingSpheres[count],
);
count++;
}
}
}
if (count === 0) {
return BoundingSphereState.FAILED;
}
boundingSpheres.length = count;
BoundingSphere.fromBoundingSpheres(boundingSpheres, result);
return BoundingSphereState.DONE;
};
/**
* Returns true if this object was destroyed; otherwise, false.
*
* @returns {boolean} True if this object was destroyed; otherwise, false.
*/
GeometryVisualizer.prototype.isDestroyed = function () {
return false;
};
/**
* Removes and destroys all primitives created by this instance.
*/
GeometryVisualizer.prototype.destroy = function () {
this._entityCollection.collectionChanged.removeEventListener(
GeometryVisualizer.prototype._onCollectionChanged,
this,
);
this._addedObjects.removeAll();
this._removedObjects.removeAll();
let i;
const batches = this._batches;
let length = batches.length;
for (i = 0; i < length; i++) {
batches[i].removeAllPrimitives();
}
const subscriptions = this._subscriptions.values;
length = subscriptions.length;
for (i = 0; i < length; i++) {
subscriptions[i]();
}
this._subscriptions.removeAll();
const updaterSets = this._updaterSets.values;
length = updaterSets.length;
for (i = 0; i < length; i++) {
updaterSets[i].destroy();
}
this._updaterSets.removeAll();
return destroyObject(this);
};
/**
* @private
*/
GeometryVisualizer.prototype._removeUpdater = function (updater) {
//We don't keep track of which batch an updater is in, so just remove it from all of them.
const batches = this._batches;
const length = batches.length;
for (let i = 0; i < length; i++) {
batches[i].remove(updater);
}
};
/**
* @private
*/
GeometryVisualizer.prototype._insertUpdaterIntoBatch = function (
time,
updater,
) {
if (updater.isDynamic) {
this._dynamicBatch.add(time, updater);
return;
}
let shadows;
if (updater.outlineEnabled || updater.fillEnabled) {
shadows = updater.shadowsProperty.getValue(time);
}
const numberOfShadowModes = ShadowMode.NUMBER_OF_SHADOW_MODES;
if (updater.outlineEnabled) {
if (defined(updater.terrainOffsetProperty)) {
this._outlineBatches[numberOfShadowModes + shadows].add(time, updater);
} else {
this._outlineBatches[shadows].add(time, updater);
}
}
if (updater.fillEnabled) {
if (updater.onTerrain) {
const classificationType =
updater.classificationTypeProperty.getValue(time);
if (updater.fillMaterialProperty instanceof ColorMaterialProperty) {
this._groundColorBatches[classificationType].add(time, updater);
} else {
// If unsupported, updater will not be on terrain.
this._groundMaterialBatches[classificationType].add(time, updater);
}
} else if (updater.isClosed) {
if (updater.fillMaterialProperty instanceof ColorMaterialProperty) {
if (defined(updater.terrainOffsetProperty)) {
this._closedColorBatches[numberOfShadowModes + shadows].add(
time,
updater,
);
} else {
this._closedColorBatches[shadows].add(time, updater);
}
} else if (defined(updater.terrainOffsetProperty)) {
this._closedMaterialBatches[numberOfShadowModes + shadows].add(
time,
updater,
);
} else {
this._closedMaterialBatches[shadows].add(time, updater);
}
} else if (updater.fillMaterialProperty instanceof ColorMaterialProperty) {
if (defined(updater.terrainOffsetProperty)) {
this._openColorBatches[numberOfShadowModes + shadows].add(
time,
updater,
);
} else {
this._openColorBatches[shadows].add(time, updater);
}
} else if (defined(updater.terrainOffsetProperty)) {
this._openMaterialBatches[numberOfShadowModes + shadows].add(
time,
updater,
);
} else {
this._openMaterialBatches[shadows].add(time, updater);
}
}
};
/**
* @private
*/
GeometryVisualizer._onGeometryChanged = function (updater) {
const removedObjects = this._removedObjects;
const changedObjects = this._changedObjects;
const entity = updater.entity;
const id = entity.id;
if (!defined(removedObjects.get(id)) && !defined(changedObjects.get(id))) {
changedObjects.set(id, entity);
}
};
/**
* @private
*/
GeometryVisualizer.prototype._onCollectionChanged = function (
entityCollection,
added,
removed,
) {
const addedObjects = this._addedObjects;
const removedObjects = this._removedObjects;
const changedObjects = this._changedObjects;
let i;
let id;
let entity;
for (i = removed.length - 1; i > -1; i--) {
entity = removed[i];
id = entity.id;
if (!addedObjects.remove(id)) {
removedObjects.set(id, entity);
changedObjects.remove(id);
}
}
for (i = added.length - 1; i > -1; i--) {
entity = added[i];
id = entity.id;
if (removedObjects.remove(id)) {
changedObjects.set(id, entity);
} else {
addedObjects.set(id, entity);
}
}
};
export default GeometryVisualizer;