cesium
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
865 lines (768 loc) • 35.3 kB
JavaScript
define([
'../Core/BoundingSphere',
'../Core/buildModuleUrl',
'../Core/Cartesian2',
'../Core/Cartesian3',
'../Core/Cartographic',
'../Core/defaultValue',
'../Core/defined',
'../Core/defineProperties',
'../Core/destroyObject',
'../Core/DeveloperError',
'../Core/GeographicTilingScheme',
'../Core/GeometryInstance',
'../Core/isArray',
'../Core/Math',
'../Core/OrientedBoundingBox',
'../Core/Rectangle',
'../Core/Resource',
'../Renderer/Pass',
'../ThirdParty/when',
'./ClassificationPrimitive',
'./ClassificationType',
'./SceneMode'
], function(
BoundingSphere,
buildModuleUrl,
Cartesian2,
Cartesian3,
Cartographic,
defaultValue,
defined,
defineProperties,
destroyObject,
DeveloperError,
GeographicTilingScheme,
GeometryInstance,
isArray,
CesiumMath,
OrientedBoundingBox,
Rectangle,
Resource,
Pass,
when,
ClassificationPrimitive,
ClassificationType,
SceneMode) {
'use strict';
var GroundPrimitiveUniformMap = {
u_globeMinimumAltitude: function() {
return 55000.0;
}
};
/**
* A ground primitive represents geometry draped over the terrain in the {@link Scene}. The geometry must be from a single {@link GeometryInstance}.
* Batching multiple geometries is not yet supported.
* <p>
* A primitive combines the geometry instance with an {@link Appearance} that describes the full shading, including
* {@link Material} and {@link RenderState}. Roughly, the geometry instance defines the structure and placement,
* and the appearance defines the visual characteristics. Decoupling geometry and appearance allows us to mix
* and match most of them and add a new geometry or appearance independently of each other. Only the {@link PerInstanceColorAppearance}
* is supported at this time.
* </p>
* <p>
* For correct rendering, this feature requires the EXT_frag_depth WebGL extension. For hardware that do not support this extension, there
* will be rendering artifacts for some viewing angles.
* </p>
* <p>
* Valid geometries are {@link CircleGeometry}, {@link CorridorGeometry}, {@link EllipseGeometry}, {@link PolygonGeometry}, and {@link RectangleGeometry}.
* </p>
*
* @alias GroundPrimitive
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {Array|GeometryInstance} [options.geometryInstances] The geometry instances to render.
* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
* @param {Boolean} [options.vertexCacheOptimize=false] When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
* @param {Boolean} [options.interleave=false] When <code>true</code>, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
* @param {Boolean} [options.compressVertices=true] When <code>true</code>, the geometry vertices are compressed, which will save memory.
* @param {Boolean} [options.releaseGeometryInstances=true] When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
* @param {Boolean} [options.allowPicking=true] When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
* @param {Boolean} [options.asynchronous=true] Determines if the primitive will be created asynchronously or block until ready. If false initializeTerrainHeights() must be called first.
* @param {ClassificationType} [options.classificationType=ClassificationType.BOTH] Determines whether terrain, 3D Tiles or both will be classified.
* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
* @param {Boolean} [options.debugShowShadowVolume=false] For debugging only. Determines if the shadow volume for each geometry in the primitive is drawn. Must be <code>true</code> on
* creation for the volumes to be created before the geometry is released or options.releaseGeometryInstance must be <code>false</code>.
*
* @example
* // Example 1: Create primitive with a single instance
* var rectangleInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.RectangleGeometry({
* rectangle : Cesium.Rectangle.fromDegrees(-140.0, 30.0, -100.0, 40.0)
* }),
* id : 'rectangle',
* attributes : {
* color : new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5)
* }
* });
* scene.primitives.add(new Cesium.GroundPrimitive({
* geometryInstances : rectangleInstance
* }));
*
* // Example 2: Batch instances
* var color = new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5); // Both instances must have the same color.
* var rectangleInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.RectangleGeometry({
* rectangle : Cesium.Rectangle.fromDegrees(-140.0, 30.0, -100.0, 40.0)
* }),
* id : 'rectangle',
* attributes : {
* color : color
* }
* });
* var ellipseInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.EllipseGeometry({
* center : Cesium.Cartesian3.fromDegrees(-105.0, 40.0),
* semiMinorAxis : 300000.0,
* semiMajorAxis : 400000.0
* }),
* id : 'ellipse',
* attributes : {
* color : color
* }
* });
* scene.primitives.add(new Cesium.GroundPrimitive({
* geometryInstances : [rectangleInstance, ellipseInstance]
* }));
*
* @see Primitive
* @see ClassificationPrimitive
* @see GeometryInstance
* @see Appearance
*/
function GroundPrimitive(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
/**
* The geometry instance rendered with this primitive. This may
* be <code>undefined</code> if <code>options.releaseGeometryInstances</code>
* is <code>true</code> when the primitive is constructed.
* <p>
* Changing this property after the primitive is rendered has no effect.
* </p>
* <p>
* Because of the rendering technique used, all geometry instances must be the same color.
* If there is an instance with a differing color, a <code>DeveloperError</code> will be thrown
* on the first attempt to render.
* </p>
*
* @readonly
* @type {Array|GeometryInstance}
*
* @default undefined
*/
this.geometryInstances = options.geometryInstances;
/**
* Determines if the primitive will be shown. This affects all geometry
* instances in the primitive.
*
* @type {Boolean}
*
* @default true
*/
this.show = defaultValue(options.show, true);
/**
* Determines whether terrain, 3D Tiles or both will be classified.
*
* @type {ClassificationType}
*
* @default ClassificationType.BOTH
*/
this.classificationType = defaultValue(options.classificationType, ClassificationType.BOTH);
/**
* 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 = defaultValue(options.debugShowBoundingVolume, false);
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Draws the shadow volume for each geometry in the primitive.
* </p>
*
* @type {Boolean}
*
* @default false
*/
this.debugShowShadowVolume = defaultValue(options.debugShowShadowVolume, false);
this._boundingVolumes = [];
this._boundingVolumes2D = [];
this._ready = false;
this._readyPromise = when.defer();
this._primitive = undefined;
this._maxHeight = undefined;
this._minHeight = undefined;
this._maxTerrainHeight = GroundPrimitive._defaultMaxTerrainHeight;
this._minTerrainHeight = GroundPrimitive._defaultMinTerrainHeight;
this._boundingSpheresKeys = [];
this._boundingSpheres = [];
var that = this;
this._primitiveOptions = {
geometryInstances : undefined,
vertexCacheOptimize : defaultValue(options.vertexCacheOptimize, false),
interleave : defaultValue(options.interleave, false),
releaseGeometryInstances : defaultValue(options.releaseGeometryInstances, true),
allowPicking : defaultValue(options.allowPicking, true),
asynchronous : defaultValue(options.asynchronous, true),
compressVertices : defaultValue(options.compressVertices, true),
_createBoundingVolumeFunction : undefined,
_updateAndQueueCommandsFunction : undefined,
_pickPrimitive : that,
_extruded : true,
_uniformMap : GroundPrimitiveUniformMap
};
}
defineProperties(GroundPrimitive.prototype, {
/**
* When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
vertexCacheOptimize : {
get : function() {
return this._primitiveOptions.vertexCacheOptimize;
}
},
/**
* Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default false
*/
interleave : {
get : function() {
return this._primitiveOptions.interleave;
}
},
/**
* When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
releaseGeometryInstances : {
get : function() {
return this._primitiveOptions.releaseGeometryInstances;
}
},
/**
* When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
allowPicking : {
get : function() {
return this._primitiveOptions.allowPicking;
}
},
/**
* Determines if the geometry instances will be created and batched on a web worker.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
asynchronous : {
get : function() {
return this._primitiveOptions.asynchronous;
}
},
/**
* When <code>true</code>, geometry vertices are compressed, which will save memory.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
compressVertices : {
get : function() {
return this._primitiveOptions.compressVertices;
}
},
/**
* Determines if the primitive is complete and ready to render. If this property is
* true, the primitive will be rendered the next time that {@link GroundPrimitive#update}
* is called.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*/
ready : {
get : function() {
return this._ready;
}
},
/**
* Gets a promise that resolves when the primitive is ready to render.
* @memberof GroundPrimitive.prototype
* @type {Promise.<GroundPrimitive>}
* @readonly
*/
readyPromise : {
get : function() {
return this._readyPromise.promise;
}
}
});
/**
* Determines if GroundPrimitive rendering is supported.
*
* @param {Scene} scene The scene.
* @returns {Boolean} <code>true</code> if GroundPrimitives are supported; otherwise, returns <code>false</code>
*/
GroundPrimitive.isSupported = ClassificationPrimitive.isSupported;
GroundPrimitive._defaultMaxTerrainHeight = 9000.0;
GroundPrimitive._defaultMinTerrainHeight = -100000.0;
GroundPrimitive._terrainHeights = undefined;
GroundPrimitive._terrainHeightsMaxLevel = 6;
function getComputeMaximumHeightFunction(primitive) {
return function(granularity, ellipsoid) {
var r = ellipsoid.maximumRadius;
var delta = (r / Math.cos(granularity * 0.5)) - r;
return primitive._maxHeight + delta;
};
}
function getComputeMinimumHeightFunction(primitive) {
return function(granularity, ellipsoid) {
return primitive._minHeight;
};
}
var scratchBVCartesianHigh = new Cartesian3();
var scratchBVCartesianLow = new Cartesian3();
var scratchBVCartesian = new Cartesian3();
var scratchBVCartographic = new Cartographic();
var scratchBVRectangle = new Rectangle();
var tilingScheme = new GeographicTilingScheme();
var scratchCorners = [new Cartographic(), new Cartographic(), new Cartographic(), new Cartographic()];
var scratchTileXY = new Cartesian2();
function getRectangle(frameState, geometry) {
var ellipsoid = frameState.mapProjection.ellipsoid;
if (!defined(geometry.attributes) || !defined(geometry.attributes.position3DHigh)) {
if (defined(geometry.rectangle)) {
return geometry.rectangle;
}
return undefined;
}
var highPositions = geometry.attributes.position3DHigh.values;
var lowPositions = geometry.attributes.position3DLow.values;
var length = highPositions.length;
var minLat = Number.POSITIVE_INFINITY;
var minLon = Number.POSITIVE_INFINITY;
var maxLat = Number.NEGATIVE_INFINITY;
var maxLon = Number.NEGATIVE_INFINITY;
for (var i = 0; i < length; i +=3) {
var highPosition = Cartesian3.unpack(highPositions, i, scratchBVCartesianHigh);
var lowPosition = Cartesian3.unpack(lowPositions, i, scratchBVCartesianLow);
var position = Cartesian3.add(highPosition, lowPosition, scratchBVCartesian);
var cartographic = ellipsoid.cartesianToCartographic(position, scratchBVCartographic);
var latitude = cartographic.latitude;
var longitude = cartographic.longitude;
minLat = Math.min(minLat, latitude);
minLon = Math.min(minLon, longitude);
maxLat = Math.max(maxLat, latitude);
maxLon = Math.max(maxLon, longitude);
}
var rectangle = scratchBVRectangle;
rectangle.north = maxLat;
rectangle.south = minLat;
rectangle.east = maxLon;
rectangle.west = minLon;
return rectangle;
}
var scratchDiagonalCartesianNE = new Cartesian3();
var scratchDiagonalCartesianSW = new Cartesian3();
var scratchDiagonalCartographic = new Cartographic();
var scratchCenterCartesian = new Cartesian3();
var scratchSurfaceCartesian = new Cartesian3();
function getTileXYLevel(rectangle) {
Cartographic.fromRadians(rectangle.east, rectangle.north, 0.0, scratchCorners[0]);
Cartographic.fromRadians(rectangle.west, rectangle.north, 0.0, scratchCorners[1]);
Cartographic.fromRadians(rectangle.east, rectangle.south, 0.0, scratchCorners[2]);
Cartographic.fromRadians(rectangle.west, rectangle.south, 0.0, scratchCorners[3]);
// Determine which tile the bounding rectangle is in
var lastLevelX = 0, lastLevelY = 0;
var currentX = 0, currentY = 0;
var maxLevel = GroundPrimitive._terrainHeightsMaxLevel;
var i;
for(i = 0; i <= maxLevel; ++i) {
var failed = false;
for(var j = 0; j < 4; ++j) {
var corner = scratchCorners[j];
tilingScheme.positionToTileXY(corner, i, scratchTileXY);
if (j === 0) {
currentX = scratchTileXY.x;
currentY = scratchTileXY.y;
} else if(currentX !== scratchTileXY.x || currentY !== scratchTileXY.y) {
failed = true;
break;
}
}
if (failed) {
break;
}
lastLevelX = currentX;
lastLevelY = currentY;
}
if (i === 0) {
return undefined;
}
return {
x : lastLevelX,
y : lastLevelY,
level : (i > maxLevel) ? maxLevel : (i - 1)
};
}
function setMinMaxTerrainHeights(primitive, rectangle, ellipsoid) {
var xyLevel = getTileXYLevel(rectangle);
// Get the terrain min/max for that tile
var minTerrainHeight = GroundPrimitive._defaultMinTerrainHeight;
var maxTerrainHeight = GroundPrimitive._defaultMaxTerrainHeight;
if (defined(xyLevel)) {
var key = xyLevel.level + '-' + xyLevel.x + '-' + xyLevel.y;
var heights = GroundPrimitive._terrainHeights[key];
if (defined(heights)) {
minTerrainHeight = heights[0];
maxTerrainHeight = heights[1];
}
// Compute min by taking the center of the NE->SW diagonal and finding distance to the surface
ellipsoid.cartographicToCartesian(Rectangle.northeast(rectangle, scratchDiagonalCartographic),
scratchDiagonalCartesianNE);
ellipsoid.cartographicToCartesian(Rectangle.southwest(rectangle, scratchDiagonalCartographic),
scratchDiagonalCartesianSW);
Cartesian3.subtract(scratchDiagonalCartesianSW, scratchDiagonalCartesianNE, scratchCenterCartesian);
Cartesian3.add(scratchDiagonalCartesianNE,
Cartesian3.multiplyByScalar(scratchCenterCartesian, 0.5, scratchCenterCartesian), scratchCenterCartesian);
var surfacePosition = ellipsoid.scaleToGeodeticSurface(scratchCenterCartesian, scratchSurfaceCartesian);
if (defined(surfacePosition)) {
var distance = Cartesian3.distance(scratchCenterCartesian, surfacePosition);
minTerrainHeight = Math.min(minTerrainHeight, -distance);
} else {
minTerrainHeight = GroundPrimitive._defaultMinTerrainHeight;
}
}
primitive._minTerrainHeight = Math.max(GroundPrimitive._defaultMinTerrainHeight, minTerrainHeight);
primitive._maxTerrainHeight = maxTerrainHeight;
}
var scratchBoundingSphere = new BoundingSphere();
function getInstanceBoundingSphere(rectangle, ellipsoid) {
var xyLevel = getTileXYLevel(rectangle);
// Get the terrain max for that tile
var maxTerrainHeight = GroundPrimitive._defaultMaxTerrainHeight;
if (defined(xyLevel)) {
var key = xyLevel.level + '-' + xyLevel.x + '-' + xyLevel.y;
var heights = GroundPrimitive._terrainHeights[key];
if (defined(heights)) {
maxTerrainHeight = heights[1];
}
}
var result = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, 0.0);
BoundingSphere.fromRectangle3D(rectangle, ellipsoid, maxTerrainHeight, scratchBoundingSphere);
return BoundingSphere.union(result, scratchBoundingSphere, result);
}
function createBoundingVolume(groundPrimitive, frameState, geometry) {
var ellipsoid = frameState.mapProjection.ellipsoid;
var rectangle = getRectangle(frameState, geometry);
// Use an oriented bounding box by default, but switch to a bounding sphere if bounding box creation would fail.
if (rectangle.width < CesiumMath.PI) {
var obb = OrientedBoundingBox.fromRectangle(rectangle, groundPrimitive._maxHeight, groundPrimitive._minHeight, ellipsoid);
groundPrimitive._boundingVolumes.push(obb);
} else {
var highPositions = geometry.attributes.position3DHigh.values;
var lowPositions = geometry.attributes.position3DLow.values;
groundPrimitive._boundingVolumes.push(BoundingSphere.fromEncodedCartesianVertices(highPositions, lowPositions));
}
if (!frameState.scene3DOnly) {
var projection = frameState.mapProjection;
var boundingVolume = BoundingSphere.fromRectangleWithHeights2D(rectangle, projection, groundPrimitive._maxHeight, groundPrimitive._minHeight);
Cartesian3.fromElements(boundingVolume.center.z, boundingVolume.center.x, boundingVolume.center.y, boundingVolume.center);
groundPrimitive._boundingVolumes2D.push(boundingVolume);
}
}
function boundingVolumeIndex(commandIndex, length) {
return Math.floor((commandIndex % length) / 3);
}
function updateAndQueueCommands(groundPrimitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses) {
var boundingVolumes;
if (frameState.mode === SceneMode.SCENE3D) {
boundingVolumes = groundPrimitive._boundingVolumes;
} else {
boundingVolumes = groundPrimitive._boundingVolumes2D;
}
var pass;
switch (groundPrimitive.classificationType) {
case ClassificationType.TERRAIN:
pass = Pass.TERRAIN_CLASSIFICATION;
break;
case ClassificationType.CESIUM_3D_TILE:
pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
break;
default:
pass = Pass.CLASSIFICATION;
}
var commandList = frameState.commandList;
var passes = frameState.passes;
if (passes.render) {
var colorLength = colorCommands.length;
var i;
var colorCommand;
for (i = 0; i < colorLength; ++i) {
colorCommand = colorCommands[i];
colorCommand.owner = groundPrimitive;
colorCommand.modelMatrix = modelMatrix;
colorCommand.boundingVolume = boundingVolumes[boundingVolumeIndex(i, colorLength)];
colorCommand.cull = cull;
colorCommand.debugShowBoundingVolume = debugShowBoundingVolume;
colorCommand.pass = pass;
commandList.push(colorCommand);
}
if (frameState.invertClassification) {
var ignoreShowCommands = groundPrimitive._primitive._commandsIgnoreShow;
var ignoreShowCommandsLength = ignoreShowCommands.length;
for (i = 0; i < ignoreShowCommandsLength; ++i) {
var bvIndex = Math.floor(i / 2);
colorCommand = ignoreShowCommands[i];
colorCommand.modelMatrix = modelMatrix;
colorCommand.boundingVolume = boundingVolumes[bvIndex];
colorCommand.cull = cull;
colorCommand.debugShowBoundingVolume = debugShowBoundingVolume;
commandList.push(colorCommand);
}
}
}
if (passes.pick) {
var pickLength = pickCommands.length;
var primitive = groundPrimitive._primitive._primitive;
var pickOffsets = primitive._pickOffsets;
for (var j = 0; j < pickLength; ++j) {
var pickOffset = pickOffsets[boundingVolumeIndex(j, pickLength)];
var bv = boundingVolumes[pickOffset.index];
var pickCommand = pickCommands[j];
pickCommand.owner = groundPrimitive;
pickCommand.modelMatrix = modelMatrix;
pickCommand.boundingVolume = bv;
pickCommand.cull = cull;
pickCommand.pass = pass;
commandList.push(pickCommand);
}
}
}
GroundPrimitive._initialized = false;
GroundPrimitive._initPromise = undefined;
/**
* Initializes the minimum and maximum terrain heights. This only needs to be called if you are creating the
* GroundPrimitive synchronously.
*
* @returns {Promise} A promise that will resolve once the terrain heights have been loaded.
*
*/
GroundPrimitive.initializeTerrainHeights = function() {
var initPromise = GroundPrimitive._initPromise;
if (defined(initPromise)) {
return initPromise;
}
GroundPrimitive._initPromise = Resource.fetchJson(buildModuleUrl('Assets/approximateTerrainHeights.json')).then(function(json) {
GroundPrimitive._initialized = true;
GroundPrimitive._terrainHeights = json;
});
return GroundPrimitive._initPromise;
};
/**
* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
* get the draw commands needed to render this primitive.
* <p>
* Do not call this function directly. This is documented just to
* list the exceptions that may be propagated when the scene is rendered:
* </p>
*
* @exception {DeveloperError} All instance geometries must have the same primitiveType.
* @exception {DeveloperError} Appearance and material have a uniform with the same name.
* @exception {DeveloperError} Not all of the geometry instances have the same color attribute.
*/
GroundPrimitive.prototype.update = function(frameState) {
if (!defined(this._primitive) && !defined(this.geometryInstances)) {
return;
}
if (!GroundPrimitive._initialized) {
//>>includeStart('debug', pragmas.debug);
if (!this.asynchronous) {
throw new DeveloperError('For synchronous GroundPrimitives, you must call GroundPrimitive.initializeTerrainHeights() and wait for the returned promise to resolve.');
}
//>>includeEnd('debug');
GroundPrimitive.initializeTerrainHeights();
return;
}
var that = this;
var primitiveOptions = this._primitiveOptions;
if (!defined(this._primitive)) {
var ellipsoid = frameState.mapProjection.ellipsoid;
var instance;
var geometry;
var instanceType;
var instances = isArray(this.geometryInstances) ? this.geometryInstances : [this.geometryInstances];
var length = instances.length;
var groundInstances = new Array(length);
var i;
var rectangle;
for (i = 0; i < length; ++i) {
instance = instances[i];
geometry = instance.geometry;
var instanceRectangle = getRectangle(frameState, geometry);
if (!defined(rectangle)) {
rectangle = instanceRectangle;
} else if (defined(instanceRectangle)) {
Rectangle.union(rectangle, instanceRectangle, rectangle);
}
var id = instance.id;
if (defined(id) && defined(instanceRectangle)) {
var boundingSphere = getInstanceBoundingSphere(instanceRectangle, ellipsoid);
this._boundingSpheresKeys.push(id);
this._boundingSpheres.push(boundingSphere);
}
instanceType = geometry.constructor;
if (!defined(instanceType) || !defined(instanceType.createShadowVolume)) {
//>>includeStart('debug', pragmas.debug);
throw new DeveloperError('Not all of the geometry instances have GroundPrimitive support.');
//>>includeEnd('debug');
}
}
// Now compute the min/max heights for the primitive
setMinMaxTerrainHeights(this, rectangle, frameState.mapProjection.ellipsoid);
var exaggeration = frameState.terrainExaggeration;
this._minHeight = this._minTerrainHeight * exaggeration;
this._maxHeight = this._maxTerrainHeight * exaggeration;
for (i = 0; i < length; ++i) {
instance = instances[i];
geometry = instance.geometry;
instanceType = geometry.constructor;
groundInstances[i] = new GeometryInstance({
geometry : instanceType.createShadowVolume(geometry, getComputeMinimumHeightFunction(this),
getComputeMaximumHeightFunction(this)),
attributes : instance.attributes,
id : instance.id
});
}
primitiveOptions.geometryInstances = groundInstances;
primitiveOptions._createBoundingVolumeFunction = function(frameState, geometry) {
createBoundingVolume(that, frameState, geometry);
};
primitiveOptions._updateAndQueueCommandsFunction = function(primitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses) {
updateAndQueueCommands(that, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses);
};
this._primitive = new ClassificationPrimitive(primitiveOptions);
this._primitive.readyPromise.then(function(primitive) {
that._ready = true;
if (that.releaseGeometryInstances) {
that.geometryInstances = undefined;
}
var error = primitive._error;
if (!defined(error)) {
that._readyPromise.resolve(that);
} else {
that._readyPromise.reject(error);
}
});
}
this._primitive.show = this.show;
this._primitive.debugShowShadowVolume = this.debugShowShadowVolume;
this._primitive.debugShowBoundingVolume = this.debugShowBoundingVolume;
this._primitive.update(frameState);
};
/**
* @private
*/
GroundPrimitive.prototype.getBoundingSphere = function(id) {
var index = this._boundingSpheresKeys.indexOf(id);
if (index !== -1) {
return this._boundingSpheres[index];
}
return undefined;
};
/**
* Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
*
* @param {Object} id The id of the {@link GeometryInstance}.
* @returns {Object} The typed array in the attribute's format or undefined if the is no instance with id.
*
* @exception {DeveloperError} must call update before calling getGeometryInstanceAttributes.
*
* @example
* var attributes = primitive.getGeometryInstanceAttributes('an id');
* attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
* attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true);
*/
GroundPrimitive.prototype.getGeometryInstanceAttributes = function(id) {
//>>includeStart('debug', pragmas.debug);
if (!defined(this._primitive)) {
throw new DeveloperError('must call update before calling getGeometryInstanceAttributes');
}
//>>includeEnd('debug');
return this._primitive.getGeometryInstanceAttributes(id);
};
/**
* 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 GroundPrimitive#destroy
*/
GroundPrimitive.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 GroundPrimitive#isDestroyed
*/
GroundPrimitive.prototype.destroy = function() {
this._primitive = this._primitive && this._primitive.destroy();
return destroyObject(this);
};
return GroundPrimitive;
});