@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 BoundingRectangle from "../Core/BoundingRectangle.js";
import Cartesian2 from "../Core/Cartesian2.js";
import Color from "../Core/Color.js";
import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import Matrix4 from "../Core/Matrix4.js";
import writeTextToCanvas from "../Core/writeTextToCanvas.js";
import bitmapSDF from "bitmap-sdf";
import BillboardCollection from "./BillboardCollection.js";
import BillboardTexture from "./BillboardTexture.js";
import BlendOption from "./BlendOption.js";
import { isHeightReferenceClamp } from "./HeightReference.js";
import HorizontalOrigin from "./HorizontalOrigin.js";
import Label from "./Label.js";
import LabelStyle from "./LabelStyle.js";
import SDFSettings from "./SDFSettings.js";
import TextureAtlas from "../Renderer/TextureAtlas.js";
import VerticalOrigin from "./VerticalOrigin.js";
import GraphemeSplitter from "grapheme-splitter";
/**
* A glyph represents a single character in label.
* @private
*/
function Glyph() {
/**
* Object containing dimensions of the character as rendered to a canvas.
* @see {writeTextToCanvas}
* @type {object}
* @private
*/
this.dimensions = undefined;
/**
* Reference to loaded image data for a single character, drawn in a particular style, shared and referenced across all labels.
* @type {BillboardTexture}
* @private
*/
this.billboardTexture = undefined;
/**
* The individual billboard used to render the glyph. This may be <code>undefined</code> if the associated character is whitespace.
* @type {Billboard|undefined}
* @private
*/
this.billboard = undefined;
}
// Traditionally, leading is %20 of the font size.
const defaultLineSpacingPercent = 1.2;
const whitePixelCanvasId = "ID_WHITE_PIXEL";
const whitePixelSize = new Cartesian2(4, 4);
const whitePixelBoundingRegion = new BoundingRectangle(1, 1, 1, 1);
/**
* Create the background image and start loading it into a texture
* @private
* @param {BillboardCollection} billboardCollection
* @param {LabelCollection} labelCollection
* @returns {Billboard}
*/
function getWhitePixelBillboard(billboardCollection, labelCollection) {
const billboardTexture = labelCollection._backgroundBillboardTexture;
if (!billboardTexture.hasImage) {
const canvas = document.createElement("canvas");
canvas.width = whitePixelSize.x;
canvas.height = whitePixelSize.y;
const context2D = canvas.getContext("2d");
context2D.fillStyle = "#fff";
context2D.fillRect(0, 0, canvas.width, canvas.height);
billboardTexture.loadImage(whitePixelCanvasId, canvas);
billboardTexture.addImageSubRegion(
whitePixelCanvasId,
whitePixelBoundingRegion,
);
}
const billboard = billboardCollection.add({
collection: labelCollection,
});
billboard.setImageTexture(billboardTexture);
return billboard;
}
// reusable object for calling writeTextToCanvas
const writeTextToCanvasParameters = {};
function createGlyphCanvas(
character,
font,
fillColor,
outlineColor,
outlineWidth,
style,
) {
writeTextToCanvasParameters.font = font;
writeTextToCanvasParameters.fillColor = fillColor;
writeTextToCanvasParameters.strokeColor = outlineColor;
writeTextToCanvasParameters.strokeWidth = outlineWidth;
// Setting the padding to something bigger is necessary to get enough space for the outlining.
writeTextToCanvasParameters.padding = SDFSettings.PADDING;
writeTextToCanvasParameters.fill =
style === LabelStyle.FILL || style === LabelStyle.FILL_AND_OUTLINE;
writeTextToCanvasParameters.stroke =
style === LabelStyle.OUTLINE || style === LabelStyle.FILL_AND_OUTLINE;
writeTextToCanvasParameters.backgroundColor = Color.BLACK;
return writeTextToCanvas(character, writeTextToCanvasParameters);
}
function unbindGlyphBillboard(labelCollection, glyph) {
const billboard = glyph.billboard;
if (defined(billboard)) {
billboard.show = false;
if (defined(billboard._removeCallbackFunc)) {
billboard._removeCallbackFunc();
billboard._removeCallbackFunc = undefined;
}
labelCollection._spareBillboards.push(billboard);
glyph.billboard = undefined;
}
}
const splitter = new GraphemeSplitter();
const whitespaceRegex = /\s/;
function rebindAllGlyphs(labelCollection, label) {
const text = label._renderedText;
const graphemes = splitter.splitGraphemes(text);
const textLength = graphemes.length;
const glyphs = label._glyphs;
const glyphsLength = glyphs.length;
// Compute a font size scale relative to the sdf font generated size.
label._relativeSize = label._fontSize / SDFSettings.FONT_SIZE;
// if we have more glyphs than needed, unbind the extras.
if (textLength < glyphsLength) {
for (let glyphIndex = textLength; glyphIndex < glyphsLength; ++glyphIndex) {
unbindGlyphBillboard(labelCollection, glyphs[glyphIndex]);
}
}
// presize glyphs to match the new text length
glyphs.length = textLength;
const showBackground =
label.show && label._showBackground && text.split("\n").join("").length > 0;
let backgroundBillboard = label._backgroundBillboard;
const backgroundBillboardCollection =
labelCollection._backgroundBillboardCollection;
if (!showBackground) {
if (defined(backgroundBillboard)) {
backgroundBillboardCollection.remove(backgroundBillboard);
label._backgroundBillboard = backgroundBillboard = undefined;
}
} else {
if (!defined(backgroundBillboard)) {
backgroundBillboard = getWhitePixelBillboard(
backgroundBillboardCollection,
labelCollection,
);
label._backgroundBillboard = backgroundBillboard;
}
backgroundBillboard.color = label._backgroundColor;
backgroundBillboard.show = label._show;
backgroundBillboard.position = label._position;
backgroundBillboard.eyeOffset = label._eyeOffset;
backgroundBillboard.pixelOffset = label._pixelOffset;
backgroundBillboard.horizontalOrigin = HorizontalOrigin.LEFT;
backgroundBillboard.verticalOrigin = label._verticalOrigin;
backgroundBillboard.heightReference = label._heightReference;
backgroundBillboard.scale = label.totalScale;
backgroundBillboard.pickPrimitive = label;
backgroundBillboard.id = label._id;
backgroundBillboard.translucencyByDistance = label._translucencyByDistance;
backgroundBillboard.pixelOffsetScaleByDistance =
label._pixelOffsetScaleByDistance;
backgroundBillboard.scaleByDistance = label._scaleByDistance;
backgroundBillboard.distanceDisplayCondition =
label._distanceDisplayCondition;
backgroundBillboard.disableDepthTestDistance =
label._disableDepthTestDistance;
backgroundBillboard.clusterShow = label.clusterShow;
}
const glyphBillboardCollection = labelCollection._glyphBillboardCollection;
const glyphTextureCache = glyphBillboardCollection.billboardTextureCache;
const textDimensionsCache = labelCollection._textDimensionsCache;
// walk the text looking for new characters (creating new glyphs for each)
// or changed characters (rebinding existing glyphs)
for (let textIndex = 0; textIndex < textLength; ++textIndex) {
const character = graphemes[textIndex];
const verticalOrigin = label._verticalOrigin;
const id = JSON.stringify([
character,
label._fontFamily,
label._fontStyle,
label._fontWeight,
+verticalOrigin,
]);
let dimensions = textDimensionsCache[id];
let glyphBillboardTexture = glyphTextureCache.get(id);
if (!defined(glyphBillboardTexture) || !defined(dimensions)) {
glyphBillboardTexture = new BillboardTexture(glyphBillboardCollection);
glyphTextureCache.set(id, glyphBillboardTexture);
const glyphFont = `${label._fontStyle} ${label._fontWeight} ${SDFSettings.FONT_SIZE}px ${label._fontFamily}`;
const canvas = createGlyphCanvas(
character,
glyphFont,
Color.WHITE,
Color.WHITE,
0.0,
LabelStyle.FILL,
);
dimensions = canvas.dimensions;
textDimensionsCache[id] = dimensions;
if (
canvas.width > 0 &&
canvas.height > 0 &&
!whitespaceRegex.test(character)
) {
const sdfValues = bitmapSDF(canvas, {
cutoff: SDFSettings.CUTOFF,
radius: SDFSettings.RADIUS,
});
// Context is originally created in writeTextToCanvas()
const ctx = canvas.getContext("2d");
const canvasWidth = canvas.width;
const canvasHeight = canvas.height;
const imgData = ctx.getImageData(0, 0, canvasWidth, canvasHeight);
for (let i = 0; i < canvasWidth; i++) {
for (let j = 0; j < canvasHeight; j++) {
const baseIndex = j * canvasWidth + i;
const alpha = sdfValues[baseIndex] * 255;
const imageIndex = baseIndex * 4;
imgData.data[imageIndex + 0] = alpha;
imgData.data[imageIndex + 1] = alpha;
imgData.data[imageIndex + 2] = alpha;
imgData.data[imageIndex + 3] = alpha;
}
}
ctx.putImageData(imgData, 0, 0);
glyphBillboardTexture.loadImage(id, canvas);
}
}
let glyph = glyphs[textIndex];
if (!defined(glyph)) {
glyph = new Glyph();
glyph.dimensions = dimensions;
glyph.billboardTexture = glyphBillboardTexture;
glyphs[textIndex] = glyph;
}
if (glyph.billboardTexture.id !== id) {
// This glyph has been mapped to a new texture. If we had one before, release
// our reference to that texture and dimensions, but reuse the billboard.
glyph.billboardTexture = glyphBillboardTexture;
glyph.dimensions = dimensions;
}
if (!glyphBillboardTexture.hasImage) {
// No texture, and therefore no billboard, for this glyph.
// so, completely unbind glyph to free up the billboard for others
unbindGlyphBillboard(labelCollection, glyph);
continue;
}
// If we have a texture, configure the existing billboard, or obtain one
let billboard = glyph.billboard;
const spareBillboards = labelCollection._spareBillboards;
if (!defined(billboard)) {
if (spareBillboards.length > 0) {
billboard = spareBillboards.pop();
} else {
billboard = glyphBillboardCollection.add({
collection: labelCollection,
});
billboard._labelDimensions = new Cartesian2();
billboard._labelTranslate = new Cartesian2();
}
glyph.billboard = billboard;
}
billboard.setImageTexture(glyphBillboardTexture);
billboard.show = label._show;
billboard.position = label._position;
billboard.eyeOffset = label._eyeOffset;
billboard.pixelOffset = label._pixelOffset;
billboard.horizontalOrigin = HorizontalOrigin.LEFT;
billboard.verticalOrigin = label._verticalOrigin;
billboard.heightReference = label._heightReference;
billboard.scale = label.totalScale;
billboard.pickPrimitive = label;
billboard.id = label._id;
billboard.translucencyByDistance = label._translucencyByDistance;
billboard.pixelOffsetScaleByDistance = label._pixelOffsetScaleByDistance;
billboard.scaleByDistance = label._scaleByDistance;
billboard.distanceDisplayCondition = label._distanceDisplayCondition;
billboard.disableDepthTestDistance = label._disableDepthTestDistance;
billboard._batchIndex = label._batchIndex;
billboard.outlineColor = label.outlineColor;
if (label.style === LabelStyle.FILL_AND_OUTLINE) {
billboard.color = label._fillColor;
billboard.outlineWidth = label.outlineWidth;
} else if (label.style === LabelStyle.FILL) {
billboard.color = label._fillColor;
billboard.outlineWidth = 0.0;
} else if (label.style === LabelStyle.OUTLINE) {
billboard.color = Color.TRANSPARENT;
billboard.outlineWidth = label.outlineWidth;
}
}
// changing glyphs will cause the position of the
// glyphs to change, since different characters have different widths
label._repositionAllGlyphs = true;
}
function calculateWidthOffset(lineWidth, horizontalOrigin, backgroundPadding) {
if (horizontalOrigin === HorizontalOrigin.CENTER) {
return -lineWidth / 2;
} else if (horizontalOrigin === HorizontalOrigin.RIGHT) {
return -(lineWidth + backgroundPadding.x);
}
return backgroundPadding.x;
}
// reusable Cartesian2 instances
const glyphPixelOffset = new Cartesian2();
const scratchBackgroundPadding = new Cartesian2();
function repositionAllGlyphs(label) {
const glyphs = label._glyphs;
const text = label._renderedText;
let lastLineWidth = 0;
let maxLineWidth = 0;
const lineWidths = [];
let maxGlyphDescent = Number.NEGATIVE_INFINITY;
let maxGlyphY = 0;
let numberOfLines = 1;
const glyphLength = glyphs.length;
const backgroundBillboard = label._backgroundBillboard;
const backgroundPadding = Cartesian2.clone(
defined(backgroundBillboard) ? label._backgroundPadding : Cartesian2.ZERO,
scratchBackgroundPadding,
);
// We need to scale the background padding, which is specified in pixels by the inverse of the relative size so it is scaled properly.
backgroundPadding.x /= label._relativeSize;
backgroundPadding.y /= label._relativeSize;
for (let glyphIndex = 0; glyphIndex < glyphLength; ++glyphIndex) {
if (text.charAt(glyphIndex) === "\n") {
lineWidths.push(lastLineWidth);
++numberOfLines;
lastLineWidth = 0;
continue;
}
const glyph = glyphs[glyphIndex];
const dimensions = glyph.dimensions;
if (defined(dimensions)) {
maxGlyphY = Math.max(maxGlyphY, dimensions.height - dimensions.descent);
maxGlyphDescent = Math.max(maxGlyphDescent, dimensions.descent);
// Computing the line width must also account for the kerning that occurs between letters.
lastLineWidth += dimensions.width - dimensions.minx;
if (glyphIndex < glyphLength - 1) {
lastLineWidth += glyphs[glyphIndex + 1].dimensions.minx;
}
maxLineWidth = Math.max(maxLineWidth, lastLineWidth);
}
}
lineWidths.push(lastLineWidth);
const maxLineHeight = maxGlyphY + maxGlyphDescent;
const scale = label.totalScale;
const horizontalOrigin = label._horizontalOrigin;
const verticalOrigin = label._verticalOrigin;
let lineIndex = 0;
let lineWidth = lineWidths[lineIndex];
let widthOffset = calculateWidthOffset(
lineWidth,
horizontalOrigin,
backgroundPadding,
);
const lineSpacing =
(defined(label._lineHeight)
? label._lineHeight
: defaultLineSpacingPercent * label._fontSize) / label._relativeSize;
const otherLinesHeight = lineSpacing * (numberOfLines - 1);
let totalLineWidth = maxLineWidth;
let totalLineHeight = maxLineHeight + otherLinesHeight;
if (defined(backgroundBillboard)) {
totalLineWidth += backgroundPadding.x * 2;
totalLineHeight += backgroundPadding.y * 2;
backgroundBillboard._labelHorizontalOrigin = horizontalOrigin;
}
glyphPixelOffset.x = widthOffset * scale;
glyphPixelOffset.y = 0;
let firstCharOfLine = true;
let lineOffsetY = 0;
for (let glyphIndex = 0; glyphIndex < glyphLength; ++glyphIndex) {
if (text.charAt(glyphIndex) === "\n") {
++lineIndex;
lineOffsetY += lineSpacing;
lineWidth = lineWidths[lineIndex];
widthOffset = calculateWidthOffset(
lineWidth,
horizontalOrigin,
backgroundPadding,
);
glyphPixelOffset.x = widthOffset * scale;
firstCharOfLine = true;
continue;
}
const glyph = glyphs[glyphIndex];
const dimensions = glyph.dimensions;
if (defined(dimensions)) {
if (verticalOrigin === VerticalOrigin.TOP) {
glyphPixelOffset.y =
dimensions.height - maxGlyphY - backgroundPadding.y;
glyphPixelOffset.y += SDFSettings.PADDING;
} else if (verticalOrigin === VerticalOrigin.CENTER) {
glyphPixelOffset.y =
(otherLinesHeight + dimensions.height - maxGlyphY) / 2;
} else if (verticalOrigin === VerticalOrigin.BASELINE) {
glyphPixelOffset.y = otherLinesHeight;
glyphPixelOffset.y -= SDFSettings.PADDING;
} else {
// VerticalOrigin.BOTTOM
glyphPixelOffset.y =
otherLinesHeight + maxGlyphDescent + backgroundPadding.y;
glyphPixelOffset.y -= SDFSettings.PADDING;
}
glyphPixelOffset.y =
(glyphPixelOffset.y - dimensions.descent - lineOffsetY) * scale;
// Handle any offsets for the first character of the line since the bounds might not be right on the bottom left pixel.
if (firstCharOfLine) {
glyphPixelOffset.x -= SDFSettings.PADDING * scale;
firstCharOfLine = false;
}
if (defined(glyph.billboard)) {
glyph.billboard._setTranslate(glyphPixelOffset);
glyph.billboard._labelDimensions.x = totalLineWidth;
glyph.billboard._labelDimensions.y = totalLineHeight;
glyph.billboard._labelHorizontalOrigin = horizontalOrigin;
}
//Compute the next x offset taking into account the kerning performed
//on both the current letter as well as the next letter to be drawn
//as well as any applied scale.
if (glyphIndex < glyphLength - 1) {
const nextGlyph = glyphs[glyphIndex + 1];
glyphPixelOffset.x +=
(dimensions.width - dimensions.minx + nextGlyph.dimensions.minx) *
scale;
}
}
}
if (defined(backgroundBillboard) && text.split("\n").join("").length > 0) {
if (horizontalOrigin === HorizontalOrigin.CENTER) {
widthOffset = -maxLineWidth / 2 - backgroundPadding.x;
} else if (horizontalOrigin === HorizontalOrigin.RIGHT) {
widthOffset = -(maxLineWidth + backgroundPadding.x * 2);
} else {
widthOffset = 0;
}
glyphPixelOffset.x = widthOffset * scale;
if (verticalOrigin === VerticalOrigin.TOP) {
glyphPixelOffset.y = maxLineHeight - maxGlyphY - maxGlyphDescent;
} else if (verticalOrigin === VerticalOrigin.CENTER) {
glyphPixelOffset.y = (maxLineHeight - maxGlyphY) / 2 - maxGlyphDescent;
} else if (verticalOrigin === VerticalOrigin.BASELINE) {
glyphPixelOffset.y = -backgroundPadding.y - maxGlyphDescent;
} else {
// VerticalOrigin.BOTTOM
glyphPixelOffset.y = 0;
}
glyphPixelOffset.y = glyphPixelOffset.y * scale;
backgroundBillboard.width = totalLineWidth;
backgroundBillboard.height = totalLineHeight;
backgroundBillboard._setTranslate(glyphPixelOffset);
backgroundBillboard._labelTranslate = Cartesian2.clone(
glyphPixelOffset,
backgroundBillboard._labelTranslate,
);
}
if (isHeightReferenceClamp(label.heightReference)) {
for (let glyphIndex = 0; glyphIndex < glyphLength; ++glyphIndex) {
const glyph = glyphs[glyphIndex];
const billboard = glyph.billboard;
if (defined(billboard)) {
billboard._labelTranslate = Cartesian2.clone(
glyphPixelOffset,
billboard._labelTranslate,
);
}
}
}
}
function destroyLabel(labelCollection, label) {
const glyphs = label._glyphs;
for (let i = 0, len = glyphs.length; i < len; ++i) {
unbindGlyphBillboard(labelCollection, glyphs[i]);
}
if (defined(label._backgroundBillboard)) {
labelCollection._backgroundBillboardCollection.remove(
label._backgroundBillboard,
);
label._backgroundBillboard = undefined;
}
label._labelCollection = undefined;
if (defined(label._removeCallbackFunc)) {
label._removeCallbackFunc();
}
destroyObject(label);
}
/**
* A renderable collection of labels. Labels are viewport-aligned text positioned in the 3D scene.
* Each label can have a different font, color, scale, etc.
* <br /><br />
* <div align='center'>
* <img src='Images/Label.png' width='400' height='300' /><br />
* Example labels
* </div>
* <br /><br />
* Labels are added and removed from the collection using {@link LabelCollection#add}
* and {@link LabelCollection#remove}.
*
* @alias LabelCollection
* @constructor
*
* @param {object} [options] Object with the following properties:
* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms each label from model to world coordinates.
* @param {boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
* @param {Scene} [options.scene] Must be passed in for labels that use the height reference property or will be depth tested against the globe.
* @param {BlendOption} [options.blendOption=BlendOption.OPAQUE_AND_TRANSLUCENT] The label blending option. The default
* is used for rendering both opaque and translucent labels. However, if either all of the labels are completely opaque or all are completely translucent,
* setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve performance by up to 2x.
* @param {boolean} [options.show=true] Determines if the labels in the collection will be shown.
*
* @performance For best performance, prefer a few collections, each with many labels, to
* many collections with only a few labels each. Avoid having collections where some
* labels change every frame and others do not; instead, create one or more collections
* for static labels, and one or more collections for dynamic labels.
*
* @see LabelCollection#add
* @see LabelCollection#remove
* @see Label
* @see BillboardCollection
*
* @demo {@link https://sandcastle.cesium.com/index.html?src=Labels.html|Cesium Sandcastle Labels Demo}
*
* @example
* // Create a label collection with two labels
* const labels = scene.primitives.add(new Cesium.LabelCollection());
* labels.add({
* position : new Cesium.Cartesian3(1.0, 2.0, 3.0),
* text : 'A label'
* });
* labels.add({
* position : new Cesium.Cartesian3(4.0, 5.0, 6.0),
* text : 'Another label'
* });
*/
function LabelCollection(options) {
options = options ?? Frozen.EMPTY_OBJECT;
this._scene = options.scene;
this._batchTable = options.batchTable;
const backgroundBillboardCollection = new BillboardCollection({
scene: this._scene,
textureAtlas: new TextureAtlas({
initialSize: whitePixelSize,
}),
});
this._backgroundBillboardCollection = backgroundBillboardCollection;
this._backgroundBillboardTexture = new BillboardTexture(
backgroundBillboardCollection,
);
this._glyphBillboardCollection = new BillboardCollection({
scene: this._scene,
batchTable: this._batchTable,
});
this._glyphBillboardCollection._sdf = true;
this._spareBillboards = [];
this._textDimensionsCache = {};
this._labels = [];
this._labelsToUpdate = [];
this._totalGlyphCount = 0;
this._highlightColor = Color.clone(Color.WHITE); // Only used by Vector3DTilePoints
/**
* Determines if labels in this collection will be shown.
*
* @type {boolean}
* @default true
*/
this.show = options.show ?? true;
/**
* The 4x4 transformation matrix that transforms each label in this collection from model to world coordinates.
* When this is the identity matrix, the labels are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
* Local reference frames can be used by providing a different transformation matrix, like that returned
* by {@link Transforms.eastNorthUpToFixedFrame}.
*
* @type Matrix4
* @default {@link Matrix4.IDENTITY}
*
* @example
* const center = Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883);
* labels.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
* labels.add({
* position : new Cesium.Cartesian3(0.0, 0.0, 0.0),
* text : 'Center'
* });
* labels.add({
* position : new Cesium.Cartesian3(1000000.0, 0.0, 0.0),
* text : 'East'
* });
* labels.add({
* position : new Cesium.Cartesian3(0.0, 1000000.0, 0.0),
* text : 'North'
* });
* labels.add({
* position : new Cesium.Cartesian3(0.0, 0.0, 1000000.0),
* text : 'Up'
* });
*/
this.modelMatrix = Matrix4.clone(options.modelMatrix ?? Matrix4.IDENTITY);
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Draws the bounding sphere for each draw command in the primitive.
* </p>
*
* @type {boolean}
*
* @default false
*/
this.debugShowBoundingVolume = options.debugShowBoundingVolume ?? false;
/**
* The label blending option. The default is used for rendering both opaque and translucent labels.
* However, if either all of the labels are completely opaque or all are completely translucent,
* setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve
* performance by up to 2x.
* @type {BlendOption}
* @default BlendOption.OPAQUE_AND_TRANSLUCENT
*/
this.blendOption = options.blendOption ?? BlendOption.OPAQUE_AND_TRANSLUCENT;
}
Object.defineProperties(LabelCollection.prototype, {
/**
* Returns the number of labels in this collection. This is commonly used with
* {@link LabelCollection#get} to iterate over all the labels
* in the collection.
* @memberof LabelCollection.prototype
* @type {number}
* @readonly
*/
length: {
get: function () {
return this._labels.length;
},
},
/**
* Returns the size in bytes of the WebGL texture resources.
* @private
* @memberof LabelCollection.prototype
* @type {number}
* @readonly
*/
sizeInBytes: {
get: function () {
return (
this._glyphBillboardCollection.sizeInBytes +
this._backgroundBillboardCollection.sizeInBytes
);
},
},
/**
* True when all labels currently in the collection are ready for rendering.
* @private
* @memberof LabelCollection.prototype
* @type {boolean}
* @readonly
*/
ready: {
get: function () {
const backgroundBillboard = this._backgroundBillboardCollection.get(0);
if (defined(backgroundBillboard) && !backgroundBillboard.ready) {
return false;
}
return this._glyphBillboardCollection.ready;
},
},
});
/**
* Creates and adds a label with the specified initial properties to the collection.
* The added label is returned so it can be modified or removed from the collection later.
*
* @param {Label.ConstructorOptions} [options] A template describing the label's properties as shown in Example 1.
* @returns {Label} The label that was added to the collection.
*
* @performance Calling <code>add</code> is expected constant time. However, the collection's vertex buffer
* is rewritten; this operations is <code>O(n)</code> and also incurs
* CPU to GPU overhead. For best performance, add as many billboards as possible before
* calling <code>update</code>.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* // Example 1: Add a label, specifying all the default values.
* const l = labels.add({
* show : true,
* position : Cesium.Cartesian3.ZERO,
* text : '',
* font : '30px sans-serif',
* fillColor : Cesium.Color.WHITE,
* outlineColor : Cesium.Color.BLACK,
* outlineWidth : 1.0,
* showBackground : false,
* backgroundColor : new Cesium.Color(0.165, 0.165, 0.165, 0.8),
* backgroundPadding : new Cesium.Cartesian2(7, 5),
* style : Cesium.LabelStyle.FILL,
* pixelOffset : Cesium.Cartesian2.ZERO,
* eyeOffset : Cesium.Cartesian3.ZERO,
* horizontalOrigin : Cesium.HorizontalOrigin.LEFT,
* verticalOrigin : Cesium.VerticalOrigin.BASELINE,
* scale : 1.0,
* translucencyByDistance : undefined,
* pixelOffsetScaleByDistance : undefined,
* heightReference : HeightReference.NONE,
* distanceDisplayCondition : undefined
* });
*
* @example
* // Example 2: Specify only the label's cartographic position,
* // text, and font.
* const l = labels.add({
* position : Cesium.Cartesian3.fromRadians(longitude, latitude, height),
* text : 'Hello World',
* font : '24px Helvetica',
* });
*
*
* @see LabelCollection#remove
* @see LabelCollection#removeAll
*/
LabelCollection.prototype.add = function (options) {
const label = new Label(options, this);
this._labels.push(label);
this._labelsToUpdate.push(label);
return label;
};
/**
* Removes a label from the collection. Once removed, a label is no longer usable.
*
* @param {Label} label The label to remove.
* @returns {boolean} <code>true</code> if the label was removed; <code>false</code> if the label was not found in the collection.
*
* @performance Calling <code>remove</code> is expected constant time. However, the collection's vertex buffer
* is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
* best performance, remove as many labels as possible before calling <code>update</code>.
* If you intend to temporarily hide a label, it is usually more efficient to call
* {@link Label#show} instead of removing and re-adding the label.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* const l = labels.add(...);
* labels.remove(l); // Returns true
*
* @see LabelCollection#add
* @see LabelCollection#removeAll
* @see Label#show
*/
LabelCollection.prototype.remove = function (label) {
if (defined(label) && label._labelCollection === this) {
const index = this._labels.indexOf(label);
if (index !== -1) {
this._labels.splice(index, 1);
destroyLabel(this, label);
return true;
}
}
return false;
};
/**
* Removes all labels from the collection.
*
* @performance <code>O(n)</code>. It is more efficient to remove all the labels
* from a collection and then add new ones than to create a new collection entirely.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* labels.add(...);
* labels.add(...);
* labels.removeAll();
*
* @see LabelCollection#add
* @see LabelCollection#remove
*/
LabelCollection.prototype.removeAll = function () {
const labels = this._labels;
for (let i = 0, len = labels.length; i < len; ++i) {
destroyLabel(this, labels[i]);
}
labels.length = 0;
};
/**
* Check whether this collection contains a given label.
*
* @param {Label} label The label to check for.
* @returns {boolean} true if this collection contains the label, false otherwise.
*
* @see LabelCollection#get
*
*/
LabelCollection.prototype.contains = function (label) {
return defined(label) && label._labelCollection === this;
};
/**
* Returns the label in the collection at the specified index. Indices are zero-based
* and increase as labels are added. Removing a label shifts all labels after
* it to the left, changing their indices. This function is commonly used with
* {@link LabelCollection#length} to iterate over all the labels
* in the collection.
*
* @param {number} index The zero-based index of the billboard.
*
* @returns {Label} The label at the specified index.
*
* @performance Expected constant time. If labels were removed from the collection and
* {@link Scene#render} was not called, an implicit <code>O(n)</code>
* operation is performed.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Toggle the show property of every label in the collection
* const len = labels.length;
* for (let i = 0; i < len; ++i) {
* const l = billboards.get(i);
* l.show = !l.show;
* }
*
* @see LabelCollection#length
*/
LabelCollection.prototype.get = function (index) {
//>>includeStart('debug', pragmas.debug);
if (!defined(index)) {
throw new DeveloperError("index is required.");
}
//>>includeEnd('debug');
return this._labels[index];
};
/**
* @private
*/
LabelCollection.prototype.update = function (frameState) {
if (!this.show) {
return;
}
const glyphBillboardCollection = this._glyphBillboardCollection;
const backgroundBillboardCollection = this._backgroundBillboardCollection;
glyphBillboardCollection.modelMatrix = this.modelMatrix;
glyphBillboardCollection.debugShowBoundingVolume =
this.debugShowBoundingVolume;
backgroundBillboardCollection.modelMatrix = this.modelMatrix;
backgroundBillboardCollection.debugShowBoundingVolume =
this.debugShowBoundingVolume;
const len = this._labelsToUpdate.length;
for (let i = 0; i < len; ++i) {
const label = this._labelsToUpdate[i];
if (label.isDestroyed()) {
continue;
}
const preUpdateGlyphCount = label._glyphs.length;
if (label._rebindAllGlyphs) {
rebindAllGlyphs(this, label);
label._rebindAllGlyphs = false;
}
if (label._repositionAllGlyphs) {
repositionAllGlyphs(label);
label._repositionAllGlyphs = false;
}
const glyphCountDifference = label._glyphs.length - preUpdateGlyphCount;
this._totalGlyphCount += glyphCountDifference;
}
const blendOption =
backgroundBillboardCollection.length > 0
? BlendOption.TRANSLUCENT
: this.blendOption;
glyphBillboardCollection.blendOption = blendOption;
backgroundBillboardCollection.blendOption = blendOption;
glyphBillboardCollection._highlightColor = this._highlightColor;
backgroundBillboardCollection._highlightColor = this._highlightColor;
this._labelsToUpdate.length = 0;
backgroundBillboardCollection.update(frameState);
glyphBillboardCollection.update(frameState);
};
/**
* Returns true if this object was destroyed; otherwise, false.
* <br /><br />
* If this object was destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
*
* @returns {boolean} True if this object was destroyed; otherwise, false.
*
* @see LabelCollection#destroy
*/
LabelCollection.prototype.isDestroyed = function () {
return false;
};
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
* <br /><br />
* Once an object is destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (<code>undefined</code>) to the object as done in the example.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* labels = labels && labels.destroy();
*
* @see LabelCollection#isDestroyed
*/
LabelCollection.prototype.destroy = function () {
this.removeAll();
this._glyphBillboardCollection = this._glyphBillboardCollection.destroy();
this._backgroundBillboardCollection =
this._backgroundBillboardCollection.destroy();
return destroyObject(this);
};
export default LabelCollection;