@cesium/engine
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
import AssociativeArray from "../Core/AssociativeArray.js";
import defined from "../Core/defined.js";
import DistanceDisplayCondition from "../Core/DistanceDisplayCondition.js";
import DistanceDisplayConditionGeometryInstanceAttribute from "../Core/DistanceDisplayConditionGeometryInstanceAttribute.js";
import RectangleCollisionChecker from "../Core/RectangleCollisionChecker.js";
import ShowGeometryInstanceAttribute from "../Core/ShowGeometryInstanceAttribute.js";
import GroundPrimitive from "../Scene/GroundPrimitive.js";
import ShadowVolumeAppearance from "../Scene/ShadowVolumeAppearance.js";
import BoundingSphereState from "./BoundingSphereState.js";
import ColorMaterialProperty from "./ColorMaterialProperty.js";
import MaterialProperty from "./MaterialProperty.js";
import Property from "./Property.js";
const distanceDisplayConditionScratch = new DistanceDisplayCondition();
const defaultDistanceDisplayCondition = new DistanceDisplayCondition();
// Encapsulates a Primitive and all the entities that it represents.
function Batch(
primitives,
classificationType,
appearanceType,
materialProperty,
usingSphericalTextureCoordinates,
zIndex,
) {
this.primitives = primitives; // scene level primitive collection (each Batch manages its own Primitive from this collection)
this.classificationType = classificationType;
this.appearanceType = appearanceType;
this.materialProperty = materialProperty;
this.updaters = new AssociativeArray(); // GeometryUpdaters that manage the visual representation of the primitive.
this.createPrimitive = true;
this.primitive = undefined; // a GroundPrimitive encapsulating all the entities
this.oldPrimitive = undefined; // a GroundPrimitive that is being replaced by the current primitive, but will still be shown until the current primitive is ready.
this.geometry = new AssociativeArray();
this.material = undefined;
this.updatersWithAttributes = new AssociativeArray();
this.attributes = new AssociativeArray();
this.subscriptions = new AssociativeArray();
this.showsUpdated = new AssociativeArray();
this.usingSphericalTextureCoordinates = usingSphericalTextureCoordinates;
this.zIndex = zIndex;
this.rectangleCollisionCheck = new RectangleCollisionChecker();
}
Batch.prototype.overlapping = function (rectangle) {
return this.rectangleCollisionCheck.collides(rectangle);
};
// Check if the given updater's material is compatible with this batch
Batch.prototype.isMaterial = function (updater) {
const material = this.materialProperty;
const updaterMaterial = updater.fillMaterialProperty;
if (
updaterMaterial === material ||
(updaterMaterial instanceof ColorMaterialProperty &&
material instanceof ColorMaterialProperty)
) {
return true;
}
return defined(material) && material.equals(updaterMaterial);
};
/**
* Adds an updater to the Batch, and signals for a new Primitive to be created on the next update.
* @param {JulianDate} time
* @param {GeometryUpdater} updater
* @param {GeometryInstance} geometryInstance
* @private
*/
Batch.prototype.add = function (time, updater, geometryInstance) {
const id = updater.id;
this.updaters.set(id, updater);
this.geometry.set(id, geometryInstance);
this.rectangleCollisionCheck.insert(id, geometryInstance.geometry.rectangle);
// Updaters with dynamic attributes must be tracked separately, may exit the batch
if (
!updater.hasConstantFill ||
!updater.fillMaterialProperty.isConstant ||
!Property.isConstant(updater.distanceDisplayConditionProperty)
) {
this.updatersWithAttributes.set(id, updater);
} else {
const that = this;
// Listen for show changes. These will be synchronized in updateShows.
this.subscriptions.set(
id,
updater.entity.definitionChanged.addEventListener(
function (entity, propertyName, newValue, oldValue) {
if (propertyName === "isShowing") {
that.showsUpdated.set(updater.id, updater);
}
},
),
);
}
this.createPrimitive = true;
};
/**
* Remove an updater from the Batch, and potentially signals for a new Primitive to be created
* on the next update.
* @param {GeometryUpdater} updater
* @returns true if the updater was removed, false if it was not found.
* @private
*/
Batch.prototype.remove = function (updater) {
const id = updater.id;
const geometryInstance = this.geometry.get(id);
this.createPrimitive = this.geometry.remove(id) || this.createPrimitive;
if (this.updaters.remove(id)) {
this.rectangleCollisionCheck.remove(
id,
geometryInstance.geometry.rectangle,
);
this.updatersWithAttributes.remove(id);
const unsubscribe = this.subscriptions.get(id);
if (defined(unsubscribe)) {
unsubscribe();
this.subscriptions.remove(id);
}
return true;
}
return false;
};
/**
* Update a Batch, creating a new primitive, if necessary, or swapping out an old primitive for a new one that's ready.
* A new primitive is created whenever an updater is added to or removed from a Batch.
* @param {JulianDate} time
* @returns a boolean indicating whether the Batch was updated.
* @private
*/
Batch.prototype.update = function (time) {
let isUpdated = true;
let primitive = this.primitive;
const primitives = this.primitives;
const geometries = this.geometry.values;
let i;
if (this.createPrimitive) {
const geometriesLength = geometries.length;
if (geometriesLength > 0) {
if (defined(primitive)) {
// Keep a handle to the old primitive so it can be removed when the updated version is ready.
if (!defined(this.oldPrimitive)) {
this.oldPrimitive = primitive;
} else {
// For if the new primitive changes again before it is ready.
primitives.remove(primitive);
}
}
this.material = MaterialProperty.getValue(
time,
this.materialProperty,
this.material,
);
primitive = new GroundPrimitive({
show: false,
asynchronous: true,
geometryInstances: geometries.slice(),
appearance: new this.appearanceType({
material: this.material,
// translucent and closed properties overridden
}),
classificationType: this.classificationType,
});
primitives.add(primitive, this.zIndex);
isUpdated = false;
} else {
if (defined(primitive)) {
primitives.remove(primitive);
primitive = undefined;
}
const oldPrimitive = this.oldPrimitive;
if (defined(oldPrimitive)) {
primitives.remove(oldPrimitive);
this.oldPrimitive = undefined;
}
}
this.attributes.removeAll();
this.primitive = primitive;
this.createPrimitive = false;
} else if (defined(primitive) && primitive.ready) {
primitive.show = true;
if (defined(this.oldPrimitive)) {
primitives.remove(this.oldPrimitive);
this.oldPrimitive = undefined;
}
this.material = MaterialProperty.getValue(
time,
this.materialProperty,
this.material,
);
this.primitive.appearance.material = this.material;
const updatersWithAttributes = this.updatersWithAttributes.values;
const length = updatersWithAttributes.length;
for (i = 0; i < length; i++) {
const updater = updatersWithAttributes[i];
const entity = updater.entity;
const instance = this.geometry.get(updater.id);
let attributes = this.attributes.get(instance.id.id);
if (!defined(attributes)) {
attributes = primitive.getGeometryInstanceAttributes(instance.id);
this.attributes.set(instance.id.id, attributes);
}
const show =
entity.isShowing && (updater.hasConstantFill || updater.isFilled(time));
const currentShow = attributes.show[0] === 1;
if (show !== currentShow) {
attributes.show = ShowGeometryInstanceAttribute.toValue(
show,
attributes.show,
);
}
const distanceDisplayConditionProperty =
updater.distanceDisplayConditionProperty;
if (!Property.isConstant(distanceDisplayConditionProperty)) {
const distanceDisplayCondition = Property.getValueOrDefault(
distanceDisplayConditionProperty,
time,
defaultDistanceDisplayCondition,
distanceDisplayConditionScratch,
);
if (
!DistanceDisplayCondition.equals(
distanceDisplayCondition,
attributes._lastDistanceDisplayCondition,
)
) {
attributes._lastDistanceDisplayCondition =
DistanceDisplayCondition.clone(
distanceDisplayCondition,
attributes._lastDistanceDisplayCondition,
);
attributes.distanceDisplayCondition =
DistanceDisplayConditionGeometryInstanceAttribute.toValue(
distanceDisplayCondition,
attributes.distanceDisplayCondition,
);
}
}
}
this.updateShows(primitive);
} else if (defined(primitive) && !primitive.ready) {
isUpdated = false;
}
return isUpdated;
};
Batch.prototype.updateShows = function (primitive) {
const showsUpdated = this.showsUpdated.values;
const length = showsUpdated.length;
for (let i = 0; i < length; i++) {
const updater = showsUpdated[i];
const entity = updater.entity;
const instance = this.geometry.get(updater.id);
let attributes = this.attributes.get(instance.id.id);
if (!defined(attributes)) {
attributes = primitive.getGeometryInstanceAttributes(instance.id);
this.attributes.set(instance.id.id, attributes);
}
const show = entity.isShowing;
const currentShow = attributes.show[0] === 1;
if (show !== currentShow) {
attributes.show = ShowGeometryInstanceAttribute.toValue(
show,
attributes.show,
);
instance.attributes.show.value[0] = attributes.show[0];
}
}
this.showsUpdated.removeAll();
};
Batch.prototype.contains = function (updater) {
return this.updaters.contains(updater.id);
};
Batch.prototype.getBoundingSphere = function (updater, result) {
const primitive = this.primitive;
if (!primitive.ready) {
return BoundingSphereState.PENDING;
}
const attributes = primitive.getGeometryInstanceAttributes(updater.entity);
if (
!defined(attributes) ||
!defined(attributes.boundingSphere) ||
(defined(attributes.show) && attributes.show[0] === 0)
) {
return BoundingSphereState.FAILED;
}
attributes.boundingSphere.clone(result);
return BoundingSphereState.DONE;
};
/**
* Removes a Batch's primitive (and oldPrimitive, if it exists).
* @private
*/
Batch.prototype.destroy = function () {
const primitive = this.primitive;
const primitives = this.primitives;
if (defined(primitive)) {
primitives.remove(primitive);
}
const oldPrimitive = this.oldPrimitive;
if (defined(oldPrimitive)) {
primitives.remove(oldPrimitive);
}
};
/**
* A container of Batch objects of ground geometry primitives, where a Batch is grouped by material,
* texture coordinate type, and spatial overlap.
* @private
*/
function StaticGroundGeometryPerMaterialBatch(
primitives,
classificationType,
appearanceType,
) {
this._items = []; // array of Batch objects, each containing representing a primitive and a set of updaters that manage the visual representation of the primitive.
this._primitives = primitives; // scene level primitive collection
this._classificationType = classificationType;
this._appearanceType = appearanceType;
}
/**
* Adds an geometry updater to a Batch. Tries to find a preexisting compatible Batch, or else creates a new Batch.
* Used by Visualizer classes to add and update (remove->add) a primitive's Updater set.
*
* @param {JulianDate} time
* @param {GeometryUpdater} updater A GeometryUpdater that manages the visual representation of a primitive.
* @private
*/
StaticGroundGeometryPerMaterialBatch.prototype.add = function (time, updater) {
const items = this._items;
const length = items.length;
const geometryInstance = updater.createFillGeometryInstance(time);
const usingSphericalTextureCoordinates =
ShadowVolumeAppearance.shouldUseSphericalCoordinates(
geometryInstance.geometry.rectangle,
);
const zIndex = Property.getValueOrDefault(updater.zIndex, 0);
// Check if the Entity represented by the updater can be placed in an existing batch. Requirements:
// * compatible material (same material or same color)
// * same type of texture coordinates (spherical vs. planar)
// * conservatively non-overlapping with any entities in the existing batch
for (let i = 0; i < length; ++i) {
const item = items[i];
if (
item.isMaterial(updater) &&
item.usingSphericalTextureCoordinates ===
usingSphericalTextureCoordinates &&
item.zIndex === zIndex &&
!item.overlapping(geometryInstance.geometry.rectangle)
) {
item.add(time, updater, geometryInstance);
return;
}
}
// If a compatible batch wasn't found, create a new batch.
const batch = new Batch(
this._primitives,
this._classificationType,
this._appearanceType,
updater.fillMaterialProperty,
usingSphericalTextureCoordinates,
zIndex,
);
batch.add(time, updater, geometryInstance);
items.push(batch);
};
/**
* Removes an updater from a Batch. Defers potential deletion until the next update.
* @param {GeometryUpdater} updater A GeometryUpdater that manages the visual representation of a primitive.
* @private
*/
StaticGroundGeometryPerMaterialBatch.prototype.remove = function (updater) {
const items = this._items;
const length = items.length;
for (let i = length - 1; i >= 0; i--) {
const item = items[i];
if (item.remove(updater)) {
// If the item is now empty, delete it (deferred until the next update,
// in case a new updater is added to the same item first).
break;
}
}
};
/**
* Updates all the items (Batches) in the collection, and deletes any that are empty.
* @param {JulianDate} time
* @returns a boolean indicating whether any of the items (Batches) were updated.
* @private
*/
StaticGroundGeometryPerMaterialBatch.prototype.update = function (time) {
let i;
const items = this._items;
const length = items.length;
for (i = length - 1; i >= 0; i--) {
const item = items[i];
if (item.updaters.length === 0) {
items.splice(i, 1);
item.destroy();
}
}
let isUpdated = true;
for (i = 0; i < items.length; i++) {
isUpdated = items[i].update(time) && isUpdated;
}
return isUpdated;
};
StaticGroundGeometryPerMaterialBatch.prototype.getBoundingSphere = function (
updater,
result,
) {
const items = this._items;
const length = items.length;
for (let i = 0; i < length; i++) {
const item = items[i];
if (item.contains(updater)) {
return item.getBoundingSphere(updater, result);
}
}
return BoundingSphereState.FAILED;
};
StaticGroundGeometryPerMaterialBatch.prototype.removeAllPrimitives =
function () {
const items = this._items;
const length = items.length;
for (let i = 0; i < length; i++) {
items[i].destroy();
}
this._items.length = 0;
};
export default StaticGroundGeometryPerMaterialBatch;