@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.
317 lines (273 loc) • 8.95 kB
JavaScript
import BatchTexture from "../BatchTexture.js";
import Cesium3DTileFeature from "../Cesium3DTileFeature.js";
import Check from "../../Core/Check.js";
import Color from "../../Core/Color.js";
import defined from "../../Core/defined.js";
import destroyObject from "../../Core/destroyObject.js";
import ModelFeature from "./ModelFeature.js";
import StyleCommandsNeeded from "./StyleCommandsNeeded.js";
import ModelType from "./ModelType.js";
/**
* Manages the {@link ModelFeature}s in a {@link Model}.
* Extracts the properties from a {@link PropertyTable}.
*
* @param {object} options An object containing the following options:
* @param {Model} options.model The model that owns this feature table.
* @param {PropertyTable} options.propertyTable The property table from the model used to initialize the model.
*
* @alias ModelFeatureTable
* @constructor
*
* @private
* @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
*/
function ModelFeatureTable(options) {
const model = options.model;
const propertyTable = options.propertyTable;
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("propertyTable", propertyTable);
Check.typeOf.object("model", model);
//>>includeEnd('debug');
this._propertyTable = propertyTable;
this._model = model;
this._features = undefined;
this._featuresLength = 0;
this._batchTexture = undefined;
this._styleCommandsNeededDirty = false;
this._styleCommandsNeeded = StyleCommandsNeeded.ALL_OPAQUE;
initialize(this);
}
Object.defineProperties(ModelFeatureTable.prototype, {
/**
* The batch texture created for the features in this table.
*
* @memberof ModelFeatureTable.prototype
*
* @type {BatchTexture}
* @readonly
*
* @private
*/
batchTexture: {
get: function () {
return this._batchTexture;
},
},
/**
* The number of features in this table.
*
* @memberof ModelFeatureTable.prototype
*
* @type {number}
* @readonly
*
* @private
*/
featuresLength: {
get: function () {
return this._featuresLength;
},
},
/**
* Size of the batch texture. This does not count the property table size
* as that is counted separately through StructuralMetadata.
*
* @memberof ModelFeatureTable.prototype
*
* @type {number}
* @readonly
*
* @private
*/
batchTextureByteLength: {
get: function () {
if (defined(this._batchTexture)) {
return this._batchTexture.byteLength;
}
return 0;
},
},
/**
* A flag to indicate whether or not the types of style commands needed by this feature table have changed.
*
* @memberof ModelFeatureTable.prototype
*
* @type {boolean}
* @readonly
*
* @private
*/
styleCommandsNeededDirty: {
get: function () {
return this._styleCommandsNeededDirty;
},
},
});
function initialize(modelFeatureTable) {
const model = modelFeatureTable._model;
const is3DTiles = ModelType.is3DTiles(model.type);
const featuresLength = modelFeatureTable._propertyTable.count;
if (featuresLength === 0) {
return;
}
let i;
const features = new Array(featuresLength);
if (is3DTiles) {
const content = model.content;
for (i = 0; i < featuresLength; i++) {
features[i] = new Cesium3DTileFeature(content, i);
}
} else {
for (i = 0; i < featuresLength; i++) {
features[i] = new ModelFeature({
model: model,
featureId: i,
featureTable: modelFeatureTable,
});
}
}
modelFeatureTable._features = features;
modelFeatureTable._featuresLength = featuresLength;
modelFeatureTable._batchTexture = new BatchTexture({
featuresLength: featuresLength,
owner: modelFeatureTable,
statistics: is3DTiles ? model.content.tileset.statistics : undefined,
});
}
/**
* Creates/updates the batch texture.
*
* @param {FrameState} frameState The frame state.
*
* @private
*/
ModelFeatureTable.prototype.update = function (frameState) {
// Assume the number of translucent features has not changed.
this._styleCommandsNeededDirty = false;
this._batchTexture.update(undefined, frameState);
const currentStyleCommandsNeeded = StyleCommandsNeeded.getStyleCommandsNeeded(
this._featuresLength,
this._batchTexture.translucentFeaturesLength,
);
if (this._styleCommandsNeeded !== currentStyleCommandsNeeded) {
this._styleCommandsNeededDirty = true;
this._styleCommandsNeeded = currentStyleCommandsNeeded;
}
};
ModelFeatureTable.prototype.setShow = function (featureId, show) {
this._batchTexture.setShow(featureId, show);
};
ModelFeatureTable.prototype.setAllShow = function (show) {
this._batchTexture.setAllShow(show);
};
ModelFeatureTable.prototype.getShow = function (featureId) {
return this._batchTexture.getShow(featureId);
};
ModelFeatureTable.prototype.setColor = function (featureId, color) {
this._batchTexture.setColor(featureId, color);
};
ModelFeatureTable.prototype.setAllColor = function (color) {
this._batchTexture.setAllColor(color);
};
ModelFeatureTable.prototype.getColor = function (featureId, result) {
return this._batchTexture.getColor(featureId, result);
};
ModelFeatureTable.prototype.getPickColor = function (featureId) {
return this._batchTexture.getPickColor(featureId);
};
ModelFeatureTable.prototype.getFeature = function (featureId) {
return this._features[featureId];
};
ModelFeatureTable.prototype.hasProperty = function (featureId, propertyName) {
return this._propertyTable.hasProperty(featureId, propertyName);
};
ModelFeatureTable.prototype.hasPropertyBySemantic = function (
featureId,
propertyName,
) {
return this._propertyTable.hasPropertyBySemantic(featureId, propertyName);
};
ModelFeatureTable.prototype.getProperty = function (featureId, name) {
return this._propertyTable.getProperty(featureId, name);
};
ModelFeatureTable.prototype.getPropertyBySemantic = function (
featureId,
semantic,
) {
return this._propertyTable.getPropertyBySemantic(featureId, semantic);
};
ModelFeatureTable.prototype.getPropertyIds = function (results) {
return this._propertyTable.getPropertyIds(results);
};
ModelFeatureTable.prototype.setProperty = function (featureId, name, value) {
return this._propertyTable.setProperty(featureId, name, value);
};
ModelFeatureTable.prototype.isClass = function (featureId, className) {
return this._propertyTable.isClass(featureId, className);
};
ModelFeatureTable.prototype.isExactClass = function (featureId, className) {
return this._propertyTable.isExactClass(featureId, className);
};
ModelFeatureTable.prototype.getExactClassName = function (featureId) {
return this._propertyTable.getExactClassName(featureId);
};
const scratchColor = new Color();
/**
* @private
*/
ModelFeatureTable.prototype.applyStyle = function (style) {
if (!defined(style)) {
this.setAllColor(BatchTexture.DEFAULT_COLOR_VALUE);
this.setAllShow(BatchTexture.DEFAULT_SHOW_VALUE);
return;
}
for (let i = 0; i < this._featuresLength; i++) {
const feature = this.getFeature(i);
const color = defined(style.color)
? (style.color.evaluateColor(feature, scratchColor) ??
BatchTexture.DEFAULT_COLOR_VALUE)
: BatchTexture.DEFAULT_COLOR_VALUE;
const show = defined(style.show)
? (style.show.evaluate(feature) ?? BatchTexture.DEFAULT_SHOW_VALUE)
: BatchTexture.DEFAULT_SHOW_VALUE;
this.setColor(i, color);
this.setShow(i, show);
}
};
/**
* Returns true if this object was destroyed; otherwise, false.
* <p>
* 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.
* </p>
*
* @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
*
* @see ModelFeatureTable#destroy
* @private
*/
ModelFeatureTable.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.
* <p>
* 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.
* </p>
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* e = e && e.destroy();
*
* @see ModelFeatureTable#isDestroyed
* @private
*/
ModelFeatureTable.prototype.destroy = function (frameState) {
this._batchTexture = this._batchTexture && this._batchTexture.destroy();
destroyObject(this);
};
export default ModelFeatureTable;