@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
587 lines (534 loc) • 17.2 kB
JavaScript
// @ts-check
import DeveloperError from "../Core/DeveloperError.js";
import BufferPoint from "./BufferPoint.js";
import BufferPointCollection from "./BufferPointCollection.js";
import BufferPointMaterial from "./BufferPointMaterial.js";
import BufferPolygon from "./BufferPolygon.js";
import BufferPolygonCollection from "./BufferPolygonCollection.js";
import BufferPolygonMaterial from "./BufferPolygonMaterial.js";
import BufferPolyline from "./BufferPolyline.js";
import BufferPolylineCollection from "./BufferPolylineCollection.js";
import BufferPolylineMaterial from "./BufferPolylineMaterial.js";
import Cesium3DTileFeature from "./Cesium3DTileFeature.js";
import Color from "../Core/Color.js";
import defined from "../Core/defined.js";
/** @import BufferPrimitive from "./BufferPrimitive.js"; */
/** @import BufferPrimitiveMaterial from "./BufferPrimitiveMaterial.js"; */
/** @import Cesium3DTileBatchTable from "./Cesium3DTileBatchTable.js"; */
/** @import Cesium3DTileContent from "./Cesium3DTileContent.js"; */
/** @import Cesium3DTileset from "./Cesium3DTileset.js"; */
/** @import VectorGltf3DTileContent from "./VectorGltf3DTileContent.js"; */
const point = new BufferPoint();
const polyline = new BufferPolyline();
const polygon = new BufferPolygon();
const pointMaterial = new BufferPointMaterial();
const polylineMaterial = new BufferPolylineMaterial();
const polygonMaterial = new BufferPolygonMaterial();
/**
* A vector feature of a {@link Cesium3DTileset}.
* <p>
* Provides access to a feature's properties stored in the tile's batch table, as well
* as the ability to show/hide and style the feature
* </p>
* <p>
* Modifications to a <code>Cesium3DTileVectorFeature</code> object have the lifetime of the tile's
* content. If the tile's content is unloaded, e.g., due to it going out of view and needing
* to free space in the cache for visible tiles, listen to the {@link Cesium3DTileset#tileUnload} event to save any
* modifications. Also listen to the {@link Cesium3DTileset#tileVisible} event to reapply any modifications.
* </p>
* <p>
* Do not construct this directly. Access it through {@link Cesium3DTileContent#getFeature}
* or picking using {@link Scene#pick} and {@link Scene#pickPosition}.
* </p>
*
* @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.
*
* @example
* // On mouse over, display all the properties for a feature in the console log.
* handler.setInputAction(function(movement) {
* const feature = scene.pick(movement.endPosition);
* if (feature instanceof Cesium.Cesium3DTileVectorFeature) {
* const propertyIds = feature.getPropertyIds();
* const length = propertyIds.length;
* for (let i = 0; i < length; ++i) {
* const propertyId = propertyIds[i];
* console.log(`{propertyId}: ${feature.getProperty(propertyId)}`);
* }
* }
* }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
*
* @ignore
*/
class Cesium3DTileVectorFeature {
/** @private */
_color = new Color();
/** @private */
_outlineColor = new Color();
/**
* @param {VectorGltf3DTileContent} content
* @param {number} batchId
* @param {number} [batchTableId=0]
*/
constructor(content, batchId, batchTableId = 0) {
this._content = content;
this._batchId = batchId;
this._batchTableId = batchTableId;
/**
* For each collection index N, this map returns the indices of all
* primitive in the collection associated with this feature.
* @type {Map<number, number[]>}
* @private
*/
this._primitivesByCollection = new Map();
}
/**
* @param {number} collectionIndex
* @param {number} primitiveIndex
*/
addPrimitiveByCollection(collectionIndex, primitiveIndex) {
let primitiveIndices = this._primitivesByCollection.get(collectionIndex);
if (!primitiveIndices) {
primitiveIndices = [];
this._primitivesByCollection.set(collectionIndex, primitiveIndices);
}
primitiveIndices.push(primitiveIndex);
}
/**
* @type {boolean}
* @default true
*/
get show() {
for (const prim of this._iteratePrimitives()) {
if (prim.show) {
return true;
}
}
return false;
}
set show(value) {
for (const prim of this._iteratePrimitives()) {
prim.show = value;
}
}
/**
* @type {Color}
* @default Color.WHITE
*/
get color() {
for (const material of this._iterateMaterials()) {
return Color.clone(material.color, this._color);
}
return Color.clone(Color.WHITE, this._color);
}
set color(value) {
for (const material of this._iterateMaterials()) {
Color.clone(value, material.color);
}
}
/**
* @type {number}
* @default 1
*/
get pointSize() {
for (const material of this._iteratePointMaterials()) {
return material.size;
}
return 1;
}
set pointSize(value) {
for (const material of this._iteratePointMaterials()) {
material.size = value;
}
}
/**
* @type {Color}
* @default Color.WHITE
*/
get pointOutlineColor() {
for (const material of this._iteratePointMaterials()) {
return Color.clone(material.outlineColor, this._outlineColor);
}
return Color.clone(Color.WHITE, this._outlineColor);
}
set pointOutlineColor(value) {
for (const material of this._iteratePointMaterials()) {
Color.clone(value, material.outlineColor);
}
}
/**
* @type {number}
* @default 0
*/
get pointOutlineWidth() {
for (const material of this._iteratePointMaterials()) {
return material.outlineWidth;
}
return 0;
}
set pointOutlineWidth(value) {
for (const material of this._iteratePointMaterials()) {
material.outlineWidth = value;
}
}
/**
* @type {number}
* @default 1
*/
get lineWidth() {
for (const material of this._iteratePolylineMaterials()) {
return material.width;
}
return 1;
}
set lineWidth(value) {
for (const material of this._iteratePolylineMaterials()) {
material.width = value;
}
}
/**
* @type {Color}
* @default Color.WHITE
*/
get lineOutlineColor() {
for (const material of this._iteratePolylineMaterials()) {
return Color.clone(material.outlineColor, this._outlineColor);
}
return Color.clone(Color.WHITE, this._outlineColor);
}
set lineOutlineColor(value) {
for (const material of this._iteratePolylineMaterials()) {
Color.clone(value, material.outlineColor);
}
}
/**
* @type {number}
* @default 0
*/
get lineOutlineWidth() {
for (const material of this._iteratePolylineMaterials()) {
return material.outlineWidth;
}
return 0;
}
set lineOutlineWidth(value) {
for (const material of this._iteratePolylineMaterials()) {
material.outlineWidth = value;
}
}
/**
* @type {Color}
* @default Color.WHITE
*/
get polygonOutlineColor() {
for (const material of this._iteratePolygonMaterials()) {
return Color.clone(material.outlineColor, this._outlineColor);
}
return Color.clone(Color.WHITE, this._outlineColor);
}
set polygonOutlineColor(value) {
for (const material of this._iteratePolygonMaterials()) {
Color.clone(value, material.outlineColor);
}
}
/**
* @type {number}
* @default 0
*/
get polygonOutlineWidth() {
for (const material of this._iteratePolygonMaterials()) {
return material.outlineWidth;
}
return 0;
}
set polygonOutlineWidth(value) {
for (const material of this._iteratePolygonMaterials()) {
material.outlineWidth = value;
}
}
/**
* Gets the content of the tile containing the feature.
*
* @type {VectorGltf3DTileContent}
*
* @ignore
*/
get content() {
return this._content;
}
/**
* Gets the tileset containing the feature.
*
* @type {Cesium3DTileset}
*/
get tileset() {
return this._content.tileset;
}
/**
* All objects returned by {@link Scene#pick} have a <code>primitive</code> property. This returns
* the tileset containing the feature.
*
* @type {Cesium3DTileset}
*/
get primitive() {
return this._content.tileset;
}
/**
* Get the feature ID associated with this feature. Using EXT_mesh_features,
* this is the feature ID from the selected feature ID set.
*
* @type {number}
*
* @readonly
*/
get featureId() {
return this._batchId;
}
/**
* @type {Cesium3DTileBatchTable|undefined}
* @private
*/
get _batchTable() {
return this._content.batchTables[this._batchTableId];
}
/**
* @type {number[]}
* @ignore
*/
get pickIds() {
const pickIds = [];
for (const prim of this._iteratePrimitives()) {
pickIds.push(prim._pickId);
}
return pickIds;
}
/**
* Returns whether the feature contains this property. This includes properties from this feature's
* class and inherited classes when using a batch table hierarchy.
*
* @see {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_batch_table_hierarchy}
*
* @param {string} name The case-sensitive name of the property.
* @returns {boolean} Whether the feature contains this property.
*/
hasProperty(name) {
if (!defined(this._batchTable)) {
return false;
}
return this._batchTable.hasProperty(this._batchId, name);
}
/**
* Returns an array of property IDs for the feature. This includes properties from this feature's
* class and inherited classes when using a batch table hierarchy.
*
* @see {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_batch_table_hierarchy}
*
* @param {string[]} [results] An array into which to store the results.
* @returns {string[]} The IDs of the feature's properties.
*/
getPropertyIds(results) {
if (!defined(this._batchTable)) {
return [];
}
return this._batchTable.getPropertyIds(this._batchId, results);
}
/**
* Returns a copy of the value of the feature's property with the given name. This includes properties from this feature's
* class and inherited classes when using a batch table hierarchy.
*
* @see {@link https://github.com/CesiumGS/3d-tiles/tree/main/extensions/3DTILES_batch_table_hierarchy}
*
* @param {string} name The case-sensitive name of the property.
* @returns {*} The value of the property or <code>undefined</code> if the feature does not have this property.
*
* @example
* // Display all the properties for a feature in the console log.
* const propertyIds = feature.getPropertyIds();
* const length = propertyIds.length;
* for (let i = 0; i < length; ++i) {
* const propertyId = propertyIds[i];
* console.log(`{propertyId} : ${feature.getProperty(propertyId)}`);
* }
*/
getProperty(name) {
if (!defined(this._batchTable)) {
return undefined;
}
return this._batchTable.getProperty(this._batchId, name);
}
/**
* Returns a copy of the value of the feature's property with the given name.
* If the feature is contained within a tileset that has metadata (3D Tiles 1.1)
* or uses the <code>3DTILES_metadata</code> extension, tileset, group and tile metadata is
* inherited.
* <p>
* To resolve name conflicts, this method resolves names from most specific to
* least specific by metadata granularity in the order: feature, tile, group,
* tileset. Within each granularity, semantics are resolved first, then other
* properties.
* </p>
* @param {string} name The case-sensitive name of the property.
* @returns {*} The value of the property or <code>undefined</code> if the feature does not have this property.
* @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.
*/
getPropertyInherited(name) {
return Cesium3DTileFeature.getPropertyInherited(
// @ts-expect-error Requires type checking in Cesium3DTileContent.
this._content,
this._batchId,
name,
this._batchTable,
);
}
/**
* Sets the value of the feature's property with the given name.
* <p>
* If a property with the given name doesn't exist, it is created.
* </p>
*
* @param {string} name The case-sensitive name of the property.
* @param {*} value The value of the property that will be copied.
*
* @exception {DeveloperError} Inherited batch table hierarchy property is read only.
*
* @example
* const height = feature.getProperty('Height'); // e.g., the height of a building
*
* @example
* const name = 'clicked';
* if (feature.getProperty(name)) {
* console.log('already clicked');
* } else {
* feature.setProperty(name, true);
* console.log('first click');
* }
*/
setProperty(name, value) {
throw new DeveloperError("Not implemented");
}
/**
* Returns whether the feature's class name equals <code>className</code>. Unlike {@link Cesium3DTileVectorFeature#isClass}
* this function only checks the feature's exact class and not inherited classes.
* <p>
* This function returns <code>false</code> if no batch table hierarchy is present.
* </p>
*
* @param {string} className The name to check against.
* @returns {boolean} Whether the feature's class name equals <code>className</code>
*
* @private
*/
isExactClass(className) {
if (!defined(this._batchTable)) {
return false;
}
return this._batchTable.isExactClass(this._batchId, className);
}
/**
* Returns whether the feature's class or any inherited classes are named <code>className</code>.
* <p>
* This function returns <code>false</code> if no batch table hierarchy is present.
* </p>
*
* @param {string} className The name to check against.
* @returns {boolean} Whether the feature's class or inherited classes are named <code>className</code>
*
* @private
*/
isClass(className) {
if (!defined(this._batchTable)) {
return false;
}
return this._batchTable.isClass(this._batchId, className);
}
/**
* Returns the feature's class name.
* <p>
* This function returns <code>undefined</code> if no batch table hierarchy is present.
* </p>
*
* @returns {string} The feature's class name.
*
* @private
*/
getExactClassName() {
if (!defined(this._batchTable)) {
return undefined;
}
return this._batchTable.getExactClassName(this._batchId);
}
/////////////////////////////////////////////////////////////////////////////
// INTERNAL ITERATORS
/**
* @returns {Iterable<BufferPrimitive>}
*/
*_iteratePrimitives() {
yield* this._iteratePrimitivesWith(BufferPointCollection, point);
yield* this._iteratePrimitivesWith(BufferPolylineCollection, polyline);
yield* this._iteratePrimitivesWith(BufferPolygonCollection, polygon);
}
/**
* @param {*} CollectionType
* @param {BufferPrimitive} result
* @returns {Iterable<BufferPrimitive>}
*/
*_iteratePrimitivesWith(CollectionType, result) {
const collections = this._content._collections;
for (let i = 0; i < collections.length; i++) {
const collection = collections[i];
const primitiveIndices = this._primitivesByCollection.get(i);
if (primitiveIndices && collection instanceof CollectionType) {
for (const primitiveIndex of primitiveIndices) {
collection.get(primitiveIndex, result);
yield result;
}
}
}
}
/** @returns {Iterable<BufferPrimitiveMaterial>} */
*_iterateMaterials() {
yield* this._iteratePointMaterials();
yield* this._iteratePolylineMaterials();
yield* this._iteratePolygonMaterials();
}
/** @returns {Iterable<BufferPointMaterial>} */
*_iteratePointMaterials() {
yield* /** @type {Iterable<BufferPointMaterial>} */ (
this._iterateMaterialsWith(BufferPointCollection, point, pointMaterial)
);
}
/** @returns {Iterable<BufferPolylineMaterial>} */
*_iteratePolylineMaterials() {
yield* /** @type {Iterable<BufferPolylineMaterial>} */ (
this._iterateMaterialsWith(
BufferPolylineCollection,
polyline,
polylineMaterial,
)
);
}
/** @returns {Iterable<BufferPolygonMaterial>} */
*_iteratePolygonMaterials() {
yield* /** @type {Iterable<BufferPolygonMaterial>} */ (
this._iterateMaterialsWith(
BufferPolygonCollection,
polygon,
polygonMaterial,
)
);
}
/**
* @param {*} CollectionType
* @param {BufferPrimitive} primitive
* @param {BufferPrimitiveMaterial} result
* @returns {Iterable<BufferPrimitiveMaterial>}
*/
*_iterateMaterialsWith(CollectionType, primitive, result) {
for (const prim of this._iteratePrimitivesWith(CollectionType, primitive)) {
prim.getMaterial(result);
yield result;
prim.setMaterial(result);
}
}
}
export default Cesium3DTileVectorFeature;