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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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define([ '../Core/BoundingRectangle', '../Core/Cartesian2', '../Core/Color', '../Core/defaultValue', '../Core/defined', '../Core/defineProperties', '../Core/destroyObject', '../Core/DeveloperError', '../Core/Matrix4', '../Core/writeTextToCanvas', './BillboardCollection', './BlendOption', './HorizontalOrigin', './Label', './LabelStyle', './TextureAtlas', './VerticalOrigin' ], function( BoundingRectangle, Cartesian2, Color, defaultValue, defined, defineProperties, destroyObject, DeveloperError, Matrix4, writeTextToCanvas, BillboardCollection, BlendOption, HorizontalOrigin, Label, LabelStyle, TextureAtlas, VerticalOrigin) { 'use strict'; // A glyph represents a single character in a particular label. It may or may // not have a billboard, depending on whether the texture info has an index into // the the label collection's texture atlas. Invisible characters have no texture, and // no billboard. However, it always has a valid dimensions object. function Glyph() { this.textureInfo = undefined; this.dimensions = undefined; this.billboard = undefined; } // GlyphTextureInfo represents a single character, drawn in a particular style, // shared and reference counted across all labels. It may or may not have an // index into the label collection's texture atlas, depending on whether the character // has both width and height, but it always has a valid dimensions object. function GlyphTextureInfo(labelCollection, index, dimensions) { this.labelCollection = labelCollection; this.index = index; this.dimensions = dimensions; } // Traditionally, leading is %20 of the font size. var defaultLineSpacingPercent = 1.2; var whitePixelCanvasId = 'ID_WHITE_PIXEL'; var whitePixelSize = new Cartesian2(4, 4); var whitePixelBoundingRegion = new BoundingRectangle(1, 1, 1, 1); function addWhitePixelCanvas(textureAtlas, labelCollection) { var canvas = document.createElement('canvas'); canvas.width = whitePixelSize.x; canvas.height = whitePixelSize.y; var context2D = canvas.getContext('2d'); context2D.fillStyle = '#fff'; context2D.fillRect(0, 0, canvas.width, canvas.height); textureAtlas.addImage(whitePixelCanvasId, canvas).then(function(index) { labelCollection._whitePixelIndex = index; }); } // reusable object for calling writeTextToCanvas var writeTextToCanvasParameters = {}; function createGlyphCanvas(character, font, fillColor, outlineColor, outlineWidth, style, verticalOrigin) { writeTextToCanvasParameters.font = font; writeTextToCanvasParameters.fillColor = fillColor; writeTextToCanvasParameters.strokeColor = outlineColor; writeTextToCanvasParameters.strokeWidth = outlineWidth; if (verticalOrigin === VerticalOrigin.CENTER) { writeTextToCanvasParameters.textBaseline = 'middle'; } else if (verticalOrigin === VerticalOrigin.TOP) { writeTextToCanvasParameters.textBaseline = 'top'; } else { // VerticalOrigin.BOTTOM and VerticalOrigin.BASELINE writeTextToCanvasParameters.textBaseline = 'bottom'; } writeTextToCanvasParameters.fill = style === LabelStyle.FILL || style === LabelStyle.FILL_AND_OUTLINE; writeTextToCanvasParameters.stroke = style === LabelStyle.OUTLINE || style === LabelStyle.FILL_AND_OUTLINE; return writeTextToCanvas(character, writeTextToCanvasParameters); } function unbindGlyph(labelCollection, glyph) { glyph.textureInfo = undefined; glyph.dimensions = undefined; var billboard = glyph.billboard; if (defined(billboard)) { billboard.show = false; billboard.image = undefined; if (defined(billboard._removeCallbackFunc)) { billboard._removeCallbackFunc(); billboard._removeCallbackFunc = undefined; } labelCollection._spareBillboards.push(billboard); glyph.billboard = undefined; } } function addGlyphToTextureAtlas(textureAtlas, id, canvas, glyphTextureInfo) { textureAtlas.addImage(id, canvas).then(function(index) { glyphTextureInfo.index = index; }); } function rebindAllGlyphs(labelCollection, label) { var text = label._renderedText; var textLength = text.length; var glyphs = label._glyphs; var glyphsLength = glyphs.length; var glyph; var glyphIndex; var textIndex; // if we have more glyphs than needed, unbind the extras. if (textLength < glyphsLength) { for (glyphIndex = textLength; glyphIndex < glyphsLength; ++glyphIndex) { unbindGlyph(labelCollection, glyphs[glyphIndex]); } } // presize glyphs to match the new text length glyphs.length = textLength; var showBackground = label._showBackground && (text.split('\n').join('').length > 0); var backgroundBillboard = label._backgroundBillboard; var backgroundBillboardCollection = labelCollection._backgroundBillboardCollection; if (!showBackground) { if (defined(backgroundBillboard)) { backgroundBillboardCollection.remove(backgroundBillboard); label._backgroundBillboard = backgroundBillboard = undefined; } } else { if (!defined(backgroundBillboard)) { backgroundBillboard = backgroundBillboardCollection.add({ collection : labelCollection, image : whitePixelCanvasId, imageSubRegion : whitePixelBoundingRegion }); 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._scale; 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; } var glyphTextureCache = labelCollection._glyphTextureCache; // walk the text looking for new characters (creating new glyphs for each) // or changed characters (rebinding existing glyphs) for (textIndex = 0; textIndex < textLength; ++textIndex) { var character = text.charAt(textIndex); var font = label._font; var fillColor = label._fillColor; var outlineColor = label._outlineColor; var outlineWidth = label._outlineWidth; var style = label._style; var verticalOrigin = label._verticalOrigin; // retrieve glyph dimensions and texture index (if the canvas has area) // from the glyph texture cache, or create and add if not present. var id = JSON.stringify([ character, font, fillColor.toRgba(), outlineColor.toRgba(), outlineWidth, +style, +verticalOrigin ]); var glyphTextureInfo = glyphTextureCache[id]; if (!defined(glyphTextureInfo)) { var canvas = createGlyphCanvas(character, font, fillColor, outlineColor, outlineWidth, style, verticalOrigin); glyphTextureInfo = new GlyphTextureInfo(labelCollection, -1, canvas.dimensions); glyphTextureCache[id] = glyphTextureInfo; if (canvas.width > 0 && canvas.height > 0) { addGlyphToTextureAtlas(labelCollection._textureAtlas, id, canvas, glyphTextureInfo); } } glyph = glyphs[textIndex]; if (defined(glyph)) { // clean up leftover information from the previous glyph if (glyphTextureInfo.index === -1) { // no texture, and therefore no billboard, for this glyph. // so, completely unbind glyph. unbindGlyph(labelCollection, glyph); } else if (defined(glyph.textureInfo)) { // we have a texture and billboard. If we had one before, release // our reference to that texture info, but reuse the billboard. glyph.textureInfo = undefined; } } else { // create a glyph object glyph = new Glyph(); glyphs[textIndex] = glyph; } glyph.textureInfo = glyphTextureInfo; glyph.dimensions = glyphTextureInfo.dimensions; // if we have a texture, configure the existing billboard, or obtain one if (glyphTextureInfo.index !== -1) { var billboard = glyph.billboard; var spareBillboards = labelCollection._spareBillboards; if (!defined(billboard)) { if (spareBillboards.length > 0) { billboard = spareBillboards.pop(); } else { billboard = labelCollection._billboardCollection.add({ collection : labelCollection }); } glyph.billboard = billboard; } 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._scale; billboard.pickPrimitive = label; billboard.id = label._id; billboard.image = 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; } } // 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 var glyphPixelOffset = new Cartesian2(); var scratchBackgroundPadding = new Cartesian2(); function repositionAllGlyphs(label, resolutionScale) { var glyphs = label._glyphs; var text = label._renderedText; var glyph; var dimensions; var lastLineWidth = 0; var maxLineWidth = 0; var lineWidths = []; var maxGlyphDescent = Number.NEGATIVE_INFINITY; var maxGlyphY = 0; var numberOfLines = 1; var glyphIndex = 0; var glyphLength = glyphs.length; var backgroundBillboard = label._backgroundBillboard; var backgroundPadding = scratchBackgroundPadding; Cartesian2.clone( (defined(backgroundBillboard) ? label._backgroundPadding : Cartesian2.ZERO), backgroundPadding); for (glyphIndex = 0; glyphIndex < glyphLength; ++glyphIndex) { if (text.charAt(glyphIndex) === '\n') { lineWidths.push(lastLineWidth); ++numberOfLines; lastLineWidth = 0; } else { glyph = glyphs[glyphIndex]; dimensions = glyph.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.bounds.minx; if (glyphIndex < glyphLength - 1) { lastLineWidth += glyphs[glyphIndex + 1].dimensions.bounds.minx; } maxLineWidth = Math.max(maxLineWidth, lastLineWidth); } } lineWidths.push(lastLineWidth); var maxLineHeight = maxGlyphY + maxGlyphDescent; var scale = label._scale; var horizontalOrigin = label._horizontalOrigin; var verticalOrigin = label._verticalOrigin; var lineIndex = 0; var lineWidth = lineWidths[lineIndex]; var widthOffset = calculateWidthOffset(lineWidth, horizontalOrigin, backgroundPadding); var lineSpacing = defaultLineSpacingPercent * maxLineHeight; var otherLinesHeight = lineSpacing * (numberOfLines - 1); glyphPixelOffset.x = widthOffset * scale * resolutionScale; glyphPixelOffset.y = 0; var lineOffsetY = 0; for (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 * resolutionScale; } else { glyph = glyphs[glyphIndex]; dimensions = glyph.dimensions; if (verticalOrigin === VerticalOrigin.TOP) { glyphPixelOffset.y = dimensions.height - maxGlyphY - backgroundPadding.y; } else if (verticalOrigin === VerticalOrigin.CENTER) { glyphPixelOffset.y = (otherLinesHeight + dimensions.height - maxGlyphY) / 2; } else if (verticalOrigin === VerticalOrigin.BASELINE) { glyphPixelOffset.y = otherLinesHeight; } else { // VerticalOrigin.BOTTOM glyphPixelOffset.y = otherLinesHeight + maxGlyphDescent + backgroundPadding.y; } glyphPixelOffset.y = (glyphPixelOffset.y - dimensions.descent - lineOffsetY) * scale * resolutionScale; if (defined(glyph.billboard)) { glyph.billboard._setTranslate(glyphPixelOffset); } //Compute the next x offset taking into acocunt 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) { var nextGlyph = glyphs[glyphIndex + 1]; glyphPixelOffset.x += ((dimensions.width - dimensions.bounds.minx) + nextGlyph.dimensions.bounds.minx) * scale * resolutionScale; } } } 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 * resolutionScale; 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 * resolutionScale; backgroundBillboard.width = maxLineWidth + (backgroundPadding.x * 2); backgroundBillboard.height = maxLineHeight + otherLinesHeight + (backgroundPadding.y * 2); backgroundBillboard._setTranslate(glyphPixelOffset); } } function destroyLabel(labelCollection, label) { var glyphs = label._glyphs; for (var i = 0, len = glyphs.length; i < len; ++i) { unbindGlyph(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. * * @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://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Labels.html|Cesium Sandcastle Labels Demo} * * @example * // Create a label collection with two labels * var 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 = defaultValue(options, defaultValue.EMPTY_OBJECT); this._scene = options.scene; this._batchTable = options.batchTable; this._textureAtlas = undefined; this._backgroundTextureAtlas = undefined; this._whitePixelIndex = undefined; this._backgroundBillboardCollection = new BillboardCollection({ scene : this._scene }); this._backgroundBillboardCollection.destroyTextureAtlas = false; this._billboardCollection = new BillboardCollection({ scene : this._scene, batchTable : this._batchTable }); this._billboardCollection.destroyTextureAtlas = false; this._spareBillboards = []; this._glyphTextureCache = {}; this._labels = []; this._labelsToUpdate = []; this._totalGlyphCount = 0; this._resolutionScale = undefined; this._highlightColor = Color.clone(Color.WHITE); // Only used by Vector3DTilePoints /** * 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 * var 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(defaultValue(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 = defaultValue(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 = defaultValue(options.blendOption, BlendOption.OPAQUE_AND_TRANSLUCENT); } 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} */ length : { get : function() { return this._labels.length; } } }); /** * 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 {Object} [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. * var 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. * var 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) { var 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 * var 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) { var 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() { var labels = this._labels; for (var 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 * var len = labels.length; * for (var i = 0; i < len; ++i) { * var 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) { var billboardCollection = this._billboardCollection; var backgroundBillboardCollection = this._backgroundBillboardCollection; billboardCollection.modelMatrix = this.modelMatrix; billboardCollection.debugShowBoundingVolume = this.debugShowBoundingVolume; backgroundBillboardCollection.modelMatrix = this.modelMatrix; backgroundBillboardCollection.debugShowBoundingVolume = this.debugShowBoundingVolume; var context = frameState.context; if (!defined(this._textureAtlas)) { this._textureAtlas = new TextureAtlas({ context : context }); billboardCollection.textureAtlas = this._textureAtlas; } if (!defined(this._backgroundTextureAtlas)) { this._backgroundTextureAtlas = new TextureAtlas({ context : context, initialSize : whitePixelSize }); backgroundBillboardCollection.textureAtlas = this._backgroundTextureAtlas; addWhitePixelCanvas(this._backgroundTextureAtlas, this); } var uniformState = context.uniformState; var resolutionScale = uniformState.resolutionScale; var resolutionChanged = this._resolutionScale !== resolutionScale; this._resolutionScale = resolutionScale; var labelsToUpdate; if (resolutionChanged) { labelsToUpdate = this._labels; } else { labelsToUpdate = this._labelsToUpdate; } var len = labelsToUpdate.length; for (var i = 0; i < len; ++i) { var label = labelsToUpdate[i]; if (label.isDestroyed()) { continue; } var preUpdateGlyphCount = label._glyphs.length; if (label._rebindAllGlyphs) { rebindAllGlyphs(this, label); label._rebindAllGlyphs = false; } if (resolutionChanged || label._repositionAllGlyphs) { repositionAllGlyphs(label, resolutionScale); label._repositionAllGlyphs = false; } var glyphCountDifference = label._glyphs.length - preUpdateGlyphCount; this._totalGlyphCount += glyphCountDifference; } var blendOption = backgroundBillboardCollection.length > 0 ? BlendOption.TRANSLUCENT : this.blendOption; billboardCollection.blendOption = blendOption; backgroundBillboardCollection.blendOption = blendOption; billboardCollection._highlightColor = this._highlightColor; backgroundBillboardCollection._highlightColor = this._highlightColor; this._labelsToUpdate.length = 0; backgroundBillboardCollection.update(frameState); billboardCollection.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._billboardCollection = this._billboardCollection.destroy(); this._textureAtlas = this._textureAtlas && this._textureAtlas.destroy(); this._backgroundBillboardCollection = this._backgroundBillboardCollection.destroy(); this._backgroundTextureAtlas = this._backgroundTextureAtlas && this._backgroundTextureAtlas.destroy(); return destroyObject(this); }; return LabelCollection; });