@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.
533 lines (486 loc) • 17.2 kB
JavaScript
import createGuid from "../Core/createGuid.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 Event from "../Core/Event.js";
/**
* A collection of primitives. This is most often used with {@link Scene#primitives},
* but <code>PrimitiveCollection</code> is also a primitive itself so collections can
* be added to collections forming a hierarchy.
*
* @alias PrimitiveCollection
* @constructor
*
* @param {object} [options] Object with the following properties:
* @param {boolean} [options.show=true] Determines if the primitives in the collection will be shown.
* @param {boolean} [options.destroyPrimitives=true] Determines if primitives in the collection are destroyed when they are removed.
* @privateParam {boolean} [options.countReferences=false] Specifies whether adding and removing primitives from this collection alters their reference counts. If so, adding a
* primitive to this collection increments its reference count. Removing the primitive decrements its reference count and - if the count reaches zero **and** destroyPrimitives is true - destroys the primitive.
* This permits primitives to be shared between multiple collections.
*
* @example
* const billboards = new Cesium.BillboardCollection();
* const labels = new Cesium.LabelCollection();
*
* const collection = new Cesium.PrimitiveCollection();
* collection.add(billboards);
*
* scene.primitives.add(collection); // Add collection
* scene.primitives.add(labels); // Add regular primitive
*/
function PrimitiveCollection(options) {
options = options ?? Frozen.EMPTY_OBJECT;
this._primitives = [];
this._guid = createGuid();
this._primitiveAdded = new Event();
this._primitiveRemoved = new Event();
// Used by the OrderedGroundPrimitiveCollection
this._zIndex = undefined;
/**
* Determines if primitives in this collection will be shown.
*
* @type {boolean}
* @default true
*/
this.show = options.show ?? true;
/**
* Determines if primitives in the collection are destroyed when they are removed by
* {@link PrimitiveCollection#destroy} or {@link PrimitiveCollection#remove} or implicitly
* by {@link PrimitiveCollection#removeAll}.
*
* @type {boolean}
* @default true
*
* @example
* // Example 1. Primitives are destroyed by default.
* const primitives = new Cesium.PrimitiveCollection();
* const labels = primitives.add(new Cesium.LabelCollection());
* primitives = primitives.destroy();
* const b = labels.isDestroyed(); // true
*
* @example
* // Example 2. Do not destroy primitives in a collection.
* const primitives = new Cesium.PrimitiveCollection();
* primitives.destroyPrimitives = false;
* const labels = primitives.add(new Cesium.LabelCollection());
* primitives = primitives.destroy();
* const b = labels.isDestroyed(); // false
* labels = labels.destroy(); // explicitly destroy
*/
this.destroyPrimitives = options.destroyPrimitives ?? true;
this._countReferences = options.countReferences ?? false;
}
Object.defineProperties(PrimitiveCollection.prototype, {
/**
* Gets the number of primitives in the collection.
*
* @memberof PrimitiveCollection.prototype
*
* @type {number}
* @readonly
*/
length: {
get: function () {
return this._primitives.length;
},
},
/**
* An event that is raised when a primitive is added to the collection.
* Event handlers are passed the primitive that was added.
* @memberof PrimitiveCollection.prototype
* @type {Event}
* @readonly
*/
primitiveAdded: {
get: function () {
return this._primitiveAdded;
},
},
/**
* An event that is raised when a primitive is removed from the collection.
* Event handlers are passed the primitive that was removed.
* <p>
* Note: Depending on the destroyPrimitives constructor option, the primitive may already be destroyed.
* </p>
* @memberof PrimitiveCollection.prototype
* @type {Event}
* @readonly
*/
primitiveRemoved: {
get: function () {
return this._primitiveRemoved;
},
},
});
/**
* Adds a primitive to the collection.
*
* @param {object} primitive The primitive to add.
* @param {number} [index] The index to add the layer at. If omitted, the primitive will be added at the bottom of all existing primitives.
* @returns {object} The primitive added to the collection.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* const billboards = scene.primitives.add(new Cesium.BillboardCollection());
*/
PrimitiveCollection.prototype.add = function (primitive, index) {
const hasIndex = defined(index);
//>>includeStart('debug', pragmas.debug);
if (!defined(primitive)) {
throw new DeveloperError("primitive is required.");
}
if (hasIndex) {
if (index < 0) {
throw new DeveloperError("index must be greater than or equal to zero.");
} else if (index > this._primitives.length) {
throw new DeveloperError(
"index must be less than or equal to the number of primitives.",
);
}
}
//>>includeEnd('debug');
const external = (primitive._external = primitive._external || {});
const composites = (external._composites = external._composites || {});
composites[this._guid] = {
collection: this,
};
if (!hasIndex) {
this._primitives.push(primitive);
} else {
this._primitives.splice(index, 0, primitive);
}
if (this._countReferences) {
if (!defined(external._referenceCount)) {
external._referenceCount = 1;
} else {
++external._referenceCount;
}
}
this._primitiveAdded.raiseEvent(primitive);
return primitive;
};
/**
* Removes a primitive from the collection.
*
* @param {object} [primitive] The primitive to remove.
* @returns {boolean} <code>true</code> if the primitive was removed; <code>false</code> if the primitive is <code>undefined</code> or was not found in the collection.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* const billboards = scene.primitives.add(new Cesium.BillboardCollection());
* scene.primitives.remove(billboards); // Returns true
*
* @see PrimitiveCollection#destroyPrimitives
*/
PrimitiveCollection.prototype.remove = function (primitive) {
// PERFORMANCE_IDEA: We can obviously make this a lot faster.
if (this.contains(primitive)) {
const index = this._primitives.indexOf(primitive);
if (index !== -1) {
this._primitives.splice(index, 1);
delete primitive._external._composites[this._guid];
if (this._countReferences) {
primitive._external._referenceCount--;
}
if (
this.destroyPrimitives &&
(!this._countReferences || primitive._external._referenceCount <= 0)
) {
primitive.destroy();
}
this._primitiveRemoved.raiseEvent(primitive);
return true;
}
// else ... this is not possible, I swear.
}
return false;
};
/**
* Removes and destroys a primitive, regardless of destroyPrimitives or countReferences setting.
* @private
*/
PrimitiveCollection.prototype.removeAndDestroy = function (primitive) {
const removed = this.remove(primitive);
if (removed && !this.destroyPrimitives) {
primitive.destroy();
}
return removed;
};
/**
* Removes all primitives in the collection.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @see PrimitiveCollection#destroyPrimitives
*/
PrimitiveCollection.prototype.removeAll = function () {
const primitives = this._primitives;
const length = primitives.length;
for (let i = 0; i < length; ++i) {
const primitive = primitives[i];
delete primitive._external._composites[this._guid];
if (this._countReferences) {
primitive._external._referenceCount--;
}
if (
this.destroyPrimitives &&
(!this._countReferences || primitive._external._referenceCount <= 0)
) {
primitive.destroy();
}
this._primitiveRemoved.raiseEvent(primitive);
}
this._primitives = [];
};
/**
* Determines if this collection contains a primitive.
*
* @param {object} [primitive] The primitive to check for.
* @returns {boolean} <code>true</code> if the primitive is in the collection; <code>false</code> if the primitive is <code>undefined</code> or was not found in the collection.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @see PrimitiveCollection#get
*/
PrimitiveCollection.prototype.contains = function (primitive) {
return !!(
defined(primitive) &&
primitive._external &&
primitive._external._composites &&
primitive._external._composites[this._guid]
);
};
function getPrimitiveIndex(compositePrimitive, primitive) {
//>>includeStart('debug', pragmas.debug);
if (!compositePrimitive.contains(primitive)) {
throw new DeveloperError("primitive is not in this collection.");
}
//>>includeEnd('debug');
return compositePrimitive._primitives.indexOf(primitive);
}
/**
* Raises a primitive "up one" in the collection. If all primitives in the collection are drawn
* on the globe surface, this visually moves the primitive up one.
*
* @param {object} [primitive] The primitive to raise.
*
* @exception {DeveloperError} primitive is not in this collection.
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @see PrimitiveCollection#raiseToTop
* @see PrimitiveCollection#lower
* @see PrimitiveCollection#lowerToBottom
*/
PrimitiveCollection.prototype.raise = function (primitive) {
if (defined(primitive)) {
const index = getPrimitiveIndex(this, primitive);
const primitives = this._primitives;
if (index !== primitives.length - 1) {
const p = primitives[index];
primitives[index] = primitives[index + 1];
primitives[index + 1] = p;
}
}
};
/**
* Raises a primitive to the "top" of the collection. If all primitives in the collection are drawn
* on the globe surface, this visually moves the primitive to the top.
*
* @param {object} [primitive] The primitive to raise the top.
*
* @exception {DeveloperError} primitive is not in this collection.
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @see PrimitiveCollection#raise
* @see PrimitiveCollection#lower
* @see PrimitiveCollection#lowerToBottom
*/
PrimitiveCollection.prototype.raiseToTop = function (primitive) {
if (defined(primitive)) {
const index = getPrimitiveIndex(this, primitive);
const primitives = this._primitives;
if (index !== primitives.length - 1) {
// PERFORMANCE_IDEA: Could be faster
primitives.splice(index, 1);
primitives.push(primitive);
}
}
};
/**
* Lowers a primitive "down one" in the collection. If all primitives in the collection are drawn
* on the globe surface, this visually moves the primitive down one.
*
* @param {object} [primitive] The primitive to lower.
*
* @exception {DeveloperError} primitive is not in this collection.
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @see PrimitiveCollection#lowerToBottom
* @see PrimitiveCollection#raise
* @see PrimitiveCollection#raiseToTop
*/
PrimitiveCollection.prototype.lower = function (primitive) {
if (defined(primitive)) {
const index = getPrimitiveIndex(this, primitive);
const primitives = this._primitives;
if (index !== 0) {
const p = primitives[index];
primitives[index] = primitives[index - 1];
primitives[index - 1] = p;
}
}
};
/**
* Lowers a primitive to the "bottom" of the collection. If all primitives in the collection are drawn
* on the globe surface, this visually moves the primitive to the bottom.
*
* @param {object} [primitive] The primitive to lower to the bottom.
*
* @exception {DeveloperError} primitive is not in this collection.
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @see PrimitiveCollection#lower
* @see PrimitiveCollection#raise
* @see PrimitiveCollection#raiseToTop
*/
PrimitiveCollection.prototype.lowerToBottom = function (primitive) {
if (defined(primitive)) {
const index = getPrimitiveIndex(this, primitive);
const primitives = this._primitives;
if (index !== 0) {
// PERFORMANCE_IDEA: Could be faster
primitives.splice(index, 1);
primitives.unshift(primitive);
}
}
};
/**
* Returns the primitive in the collection at the specified index.
*
* @param {number} index The zero-based index of the primitive to return.
* @returns {object} The primitive at the <code>index</code>.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Toggle the show property of every primitive in the collection.
* const primitives = scene.primitives;
* const length = primitives.length;
* for (let i = 0; i < length; ++i) {
* const p = primitives.get(i);
* p.show = !p.show;
* }
*
* @see PrimitiveCollection#length
*/
PrimitiveCollection.prototype.get = function (index) {
//>>includeStart('debug', pragmas.debug);
if (!defined(index)) {
throw new DeveloperError("index is required.");
}
//>>includeEnd('debug');
return this._primitives[index];
};
/**
* @private
*/
PrimitiveCollection.prototype.update = function (frameState) {
if (!this.show) {
return;
}
const primitives = this._primitives;
// Using primitives.length in the loop is a temporary workaround
// to allow quadtree updates to add and remove primitives in
// update(). This will be changed to manage added and removed lists.
for (let i = 0; i < primitives.length; ++i) {
primitives[i].update(frameState);
}
};
/**
* @private
*/
PrimitiveCollection.prototype.prePassesUpdate = function (frameState) {
const primitives = this._primitives;
// Using primitives.length in the loop is a temporary workaround
// to allow quadtree updates to add and remove primitives in
// update(). This will be changed to manage added and removed lists.
for (let i = 0; i < primitives.length; ++i) {
const primitive = primitives[i];
if (defined(primitive.prePassesUpdate)) {
primitive.prePassesUpdate(frameState);
}
}
};
/**
* @private
*/
PrimitiveCollection.prototype.updateForPass = function (frameState, passState) {
const primitives = this._primitives;
// Using primitives.length in the loop is a temporary workaround
// to allow quadtree updates to add and remove primitives in
// update(). This will be changed to manage added and removed lists.
for (let i = 0; i < primitives.length; ++i) {
const primitive = primitives[i];
if (defined(primitive.updateForPass)) {
primitive.updateForPass(frameState, passState);
}
}
};
/**
* @private
*/
PrimitiveCollection.prototype.postPassesUpdate = function (frameState) {
const primitives = this._primitives;
// Using primitives.length in the loop is a temporary workaround
// to allow quadtree updates to add and remove primitives in
// update(). This will be changed to manage added and removed lists.
for (let i = 0; i < primitives.length; ++i) {
const primitive = primitives[i];
if (defined(primitive.postPassesUpdate)) {
primitive.postPassesUpdate(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 PrimitiveCollection#destroy
*/
PrimitiveCollection.prototype.isDestroyed = function () {
return false;
};
/**
* Destroys the WebGL resources held by each primitive in this collection. Explicitly destroying this
* collection allows for deterministic release of WebGL resources, instead of relying on the garbage
* collector to destroy this collection.
* <br /><br />
* Since destroying a collection destroys all the contained primitives, only destroy a collection
* when you are sure no other code is still using any of the contained primitives.
* <br /><br />
* Once this collection 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
* primitives = primitives && primitives.destroy();
*
* @see PrimitiveCollection#isDestroyed
*/
PrimitiveCollection.prototype.destroy = function () {
this.removeAll();
return destroyObject(this);
};
export default PrimitiveCollection;