cesium
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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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JavaScript
import Cartesian3 from '../Core/Cartesian3.js';
import Color from '../Core/Color.js';
import ComponentDatatype from '../Core/ComponentDatatype.js';
import defaultValue from '../Core/defaultValue.js';
import defined from '../Core/defined.js';
import deprecationWarning from '../Core/deprecationWarning.js';
import destroyObject from '../Core/destroyObject.js';
import DeveloperError from '../Core/DeveloperError.js';
import getStringFromTypedArray from '../Core/getStringFromTypedArray.js';
import Matrix4 from '../Core/Matrix4.js';
import RequestType from '../Core/RequestType.js';
import RuntimeError from '../Core/RuntimeError.js';
import Pass from '../Renderer/Pass.js';
import Axis from './Axis.js';
import Cesium3DTileBatchTable from './Cesium3DTileBatchTable.js';
import Cesium3DTileFeature from './Cesium3DTileFeature.js';
import Cesium3DTileFeatureTable from './Cesium3DTileFeatureTable.js';
import ClassificationModel from './ClassificationModel.js';
import Model from './Model.js';
import ModelUtility from './ModelUtility.js';
/**
* Represents the contents of a
* {@link https://github.com/CesiumGS/3d-tiles/tree/master/specification/TileFormats/Batched3DModel|Batched 3D Model}
* tile in a {@link https://github.com/CesiumGS/3d-tiles/tree/master/specification|3D Tiles} tileset.
* <p>
* Implements the {@link Cesium3DTileContent} interface.
* </p>
*
* @alias Batched3DModel3DTileContent
* @constructor
*
* @private
*/
function Batched3DModel3DTileContent(tileset, tile, resource, arrayBuffer, byteOffset) {
this._tileset = tileset;
this._tile = tile;
this._resource = resource;
this._model = undefined;
this._batchTable = undefined;
this._features = undefined;
// Populate from gltf when available
this._batchIdAttributeName = undefined;
this._diffuseAttributeOrUniformName = {};
this._rtcCenterTransform = undefined;
this._contentModelMatrix = undefined;
this.featurePropertiesDirty = false;
initialize(this, arrayBuffer, byteOffset);
}
// This can be overridden for testing purposes
Batched3DModel3DTileContent._deprecationWarning = deprecationWarning;
Object.defineProperties(Batched3DModel3DTileContent.prototype, {
featuresLength : {
get : function() {
return this._batchTable.featuresLength;
}
},
pointsLength : {
get : function() {
return 0;
}
},
trianglesLength : {
get : function() {
return this._model.trianglesLength;
}
},
geometryByteLength : {
get : function() {
return this._model.geometryByteLength;
}
},
texturesByteLength : {
get : function() {
return this._model.texturesByteLength;
}
},
batchTableByteLength : {
get : function() {
return this._batchTable.memorySizeInBytes;
}
},
innerContents : {
get : function() {
return undefined;
}
},
readyPromise : {
get : function() {
return this._model.readyPromise;
}
},
tileset : {
get : function() {
return this._tileset;
}
},
tile : {
get : function() {
return this._tile;
}
},
url: {
get: function() {
return this._resource.getUrlComponent(true);
}
},
batchTable : {
get : function() {
return this._batchTable;
}
}
});
var sizeOfUint32 = Uint32Array.BYTES_PER_ELEMENT;
function getBatchIdAttributeName(gltf) {
var batchIdAttributeName = ModelUtility.getAttributeOrUniformBySemantic(gltf, '_BATCHID');
if (!defined(batchIdAttributeName)) {
batchIdAttributeName = ModelUtility.getAttributeOrUniformBySemantic(gltf, 'BATCHID');
if (defined(batchIdAttributeName)) {
Batched3DModel3DTileContent._deprecationWarning('b3dm-legacy-batchid', 'The glTF in this b3dm uses the semantic `BATCHID`. Application-specific semantics should be prefixed with an underscore: `_BATCHID`.');
}
}
return batchIdAttributeName;
}
function getVertexShaderCallback(content) {
return function(vs, programId) {
var batchTable = content._batchTable;
var handleTranslucent = !defined(content._tileset.classificationType);
var gltf = content._model.gltf;
if (defined(gltf)) {
content._batchIdAttributeName = getBatchIdAttributeName(gltf);
content._diffuseAttributeOrUniformName[programId] = ModelUtility.getDiffuseAttributeOrUniform(gltf, programId);
}
var callback = batchTable.getVertexShaderCallback(handleTranslucent, content._batchIdAttributeName, content._diffuseAttributeOrUniformName[programId]);
return defined(callback) ? callback(vs) : vs;
};
}
function getFragmentShaderCallback(content) {
return function(fs, programId) {
var batchTable = content._batchTable;
var handleTranslucent = !defined(content._tileset.classificationType);
var gltf = content._model.gltf;
if (defined(gltf)) {
content._diffuseAttributeOrUniformName[programId] = ModelUtility.getDiffuseAttributeOrUniform(gltf, programId);
}
var callback = batchTable.getFragmentShaderCallback(handleTranslucent, content._diffuseAttributeOrUniformName[programId]);
return defined(callback) ? callback(fs) : fs;
};
}
function getPickIdCallback(content) {
return function() {
return content._batchTable.getPickId();
};
}
function getClassificationFragmentShaderCallback(content) {
return function(fs) {
var batchTable = content._batchTable;
var callback = batchTable.getClassificationFragmentShaderCallback();
return defined(callback) ? callback(fs) : fs;
};
}
function createColorChangedCallback(content) {
return function(batchId, color) {
content._model.updateCommands(batchId, color);
};
}
function initialize(content, arrayBuffer, byteOffset) {
var tileset = content._tileset;
var tile = content._tile;
var resource = content._resource;
var byteStart = defaultValue(byteOffset, 0);
byteOffset = byteStart;
var uint8Array = new Uint8Array(arrayBuffer);
var view = new DataView(arrayBuffer);
byteOffset += sizeOfUint32; // Skip magic
var version = view.getUint32(byteOffset, true);
if (version !== 1) {
throw new RuntimeError('Only Batched 3D Model version 1 is supported. Version ' + version + ' is not.');
}
byteOffset += sizeOfUint32;
var byteLength = view.getUint32(byteOffset, true);
byteOffset += sizeOfUint32;
var featureTableJsonByteLength = view.getUint32(byteOffset, true);
byteOffset += sizeOfUint32;
var featureTableBinaryByteLength = view.getUint32(byteOffset, true);
byteOffset += sizeOfUint32;
var batchTableJsonByteLength = view.getUint32(byteOffset, true);
byteOffset += sizeOfUint32;
var batchTableBinaryByteLength = view.getUint32(byteOffset, true);
byteOffset += sizeOfUint32;
var batchLength;
// Legacy header #1: [batchLength] [batchTableByteLength]
// Legacy header #2: [batchTableJsonByteLength] [batchTableBinaryByteLength] [batchLength]
// Current header: [featureTableJsonByteLength] [featureTableBinaryByteLength] [batchTableJsonByteLength] [batchTableBinaryByteLength]
// If the header is in the first legacy format 'batchTableJsonByteLength' will be the start of the JSON string (a quotation mark) or the glTF magic.
// Accordingly its first byte will be either 0x22 or 0x67, and so the minimum uint32 expected is 0x22000000 = 570425344 = 570MB. It is unlikely that the feature table JSON will exceed this length.
// The check for the second legacy format is similar, except it checks 'batchTableBinaryByteLength' instead
if (batchTableJsonByteLength >= 570425344) {
// First legacy check
byteOffset -= sizeOfUint32 * 2;
batchLength = featureTableJsonByteLength;
batchTableJsonByteLength = featureTableBinaryByteLength;
batchTableBinaryByteLength = 0;
featureTableJsonByteLength = 0;
featureTableBinaryByteLength = 0;
Batched3DModel3DTileContent._deprecationWarning('b3dm-legacy-header', 'This b3dm header is using the legacy format [batchLength] [batchTableByteLength]. The new format is [featureTableJsonByteLength] [featureTableBinaryByteLength] [batchTableJsonByteLength] [batchTableBinaryByteLength] from https://github.com/CesiumGS/3d-tiles/tree/master/specification/TileFormats/Batched3DModel.');
} else if (batchTableBinaryByteLength >= 570425344) {
// Second legacy check
byteOffset -= sizeOfUint32;
batchLength = batchTableJsonByteLength;
batchTableJsonByteLength = featureTableJsonByteLength;
batchTableBinaryByteLength = featureTableBinaryByteLength;
featureTableJsonByteLength = 0;
featureTableBinaryByteLength = 0;
Batched3DModel3DTileContent._deprecationWarning('b3dm-legacy-header', 'This b3dm header is using the legacy format [batchTableJsonByteLength] [batchTableBinaryByteLength] [batchLength]. The new format is [featureTableJsonByteLength] [featureTableBinaryByteLength] [batchTableJsonByteLength] [batchTableBinaryByteLength] from https://github.com/CesiumGS/3d-tiles/tree/master/specification/TileFormats/Batched3DModel.');
}
var featureTableJson;
if (featureTableJsonByteLength === 0) {
featureTableJson = {
BATCH_LENGTH : defaultValue(batchLength, 0)
};
} else {
var featureTableString = getStringFromTypedArray(uint8Array, byteOffset, featureTableJsonByteLength);
featureTableJson = JSON.parse(featureTableString);
byteOffset += featureTableJsonByteLength;
}
var featureTableBinary = new Uint8Array(arrayBuffer, byteOffset, featureTableBinaryByteLength);
byteOffset += featureTableBinaryByteLength;
var featureTable = new Cesium3DTileFeatureTable(featureTableJson, featureTableBinary);
batchLength = featureTable.getGlobalProperty('BATCH_LENGTH');
featureTable.featuresLength = batchLength;
var batchTableJson;
var batchTableBinary;
if (batchTableJsonByteLength > 0) {
// PERFORMANCE_IDEA: is it possible to allocate this on-demand? Perhaps keep the
// arraybuffer/string compressed in memory and then decompress it when it is first accessed.
//
// We could also make another request for it, but that would make the property set/get
// API async, and would double the number of numbers in some cases.
var batchTableString = getStringFromTypedArray(uint8Array, byteOffset, batchTableJsonByteLength);
batchTableJson = JSON.parse(batchTableString);
byteOffset += batchTableJsonByteLength;
if (batchTableBinaryByteLength > 0) {
// Has a batch table binary
batchTableBinary = new Uint8Array(arrayBuffer, byteOffset, batchTableBinaryByteLength);
// Copy the batchTableBinary section and let the underlying ArrayBuffer be freed
batchTableBinary = new Uint8Array(batchTableBinary);
byteOffset += batchTableBinaryByteLength;
}
}
var colorChangedCallback;
if (defined(tileset.classificationType)) {
colorChangedCallback = createColorChangedCallback(content);
}
var batchTable = new Cesium3DTileBatchTable(content, batchLength, batchTableJson, batchTableBinary, colorChangedCallback);
content._batchTable = batchTable;
var gltfByteLength = byteStart + byteLength - byteOffset;
if (gltfByteLength === 0) {
throw new RuntimeError('glTF byte length must be greater than 0.');
}
var gltfView;
if (byteOffset % 4 === 0) {
gltfView = new Uint8Array(arrayBuffer, byteOffset, gltfByteLength);
} else {
// Create a copy of the glb so that it is 4-byte aligned
Batched3DModel3DTileContent._deprecationWarning('b3dm-glb-unaligned', 'The embedded glb is not aligned to a 4-byte boundary.');
gltfView = new Uint8Array(uint8Array.subarray(byteOffset, byteOffset + gltfByteLength));
}
var pickObject = {
content : content,
primitive : tileset
};
content._rtcCenterTransform = Matrix4.IDENTITY;
var rtcCenter = featureTable.getGlobalProperty('RTC_CENTER', ComponentDatatype.FLOAT, 3);
if (defined(rtcCenter)) {
content._rtcCenterTransform = Matrix4.fromTranslation(Cartesian3.fromArray(rtcCenter));
}
content._contentModelMatrix = Matrix4.multiply(tile.computedTransform, content._rtcCenterTransform, new Matrix4());
if (!defined(tileset.classificationType)) {
// PERFORMANCE_IDEA: patch the shader on demand, e.g., the first time show/color changes.
// The pick shader still needs to be patched.
content._model = new Model({
gltf : gltfView,
cull : false, // The model is already culled by 3D Tiles
releaseGltfJson : true, // Models are unique and will not benefit from caching so save memory
opaquePass : Pass.CESIUM_3D_TILE, // Draw opaque portions of the model during the 3D Tiles pass
basePath : resource,
requestType : RequestType.TILES3D,
modelMatrix: content._contentModelMatrix,
upAxis : tileset._gltfUpAxis,
forwardAxis : Axis.X,
shadows: tileset.shadows,
debugWireframe: tileset.debugWireframe,
incrementallyLoadTextures : false,
vertexShaderLoaded : getVertexShaderCallback(content),
fragmentShaderLoaded : getFragmentShaderCallback(content),
uniformMapLoaded : batchTable.getUniformMapCallback(),
pickIdLoaded : getPickIdCallback(content),
addBatchIdToGeneratedShaders : (batchLength > 0), // If the batch table has values in it, generated shaders will need a batchId attribute
pickObject : pickObject,
imageBasedLightingFactor : tileset.imageBasedLightingFactor,
lightColor : tileset.lightColor,
luminanceAtZenith : tileset.luminanceAtZenith,
sphericalHarmonicCoefficients : tileset.sphericalHarmonicCoefficients,
specularEnvironmentMaps : tileset.specularEnvironmentMaps
});
} else {
// This transcodes glTF to an internal representation for geometry so we can take advantage of the re-batching of vector data.
// For a list of limitations on the input glTF, see the documentation for classificationType of Cesium3DTileset.
content._model = new ClassificationModel({
gltf : gltfView,
cull : false, // The model is already culled by 3D Tiles
basePath : resource,
requestType : RequestType.TILES3D,
modelMatrix: content._contentModelMatrix,
upAxis : tileset._gltfUpAxis,
forwardAxis : Axis.X,
debugWireframe : tileset.debugWireframe,
vertexShaderLoaded : getVertexShaderCallback(content),
classificationShaderLoaded : getClassificationFragmentShaderCallback(content),
uniformMapLoaded : batchTable.getUniformMapCallback(),
pickIdLoaded : getPickIdCallback(content),
classificationType : tileset._classificationType,
batchTable : batchTable
});
}
}
function createFeatures(content) {
var featuresLength = content.featuresLength;
if (!defined(content._features) && (featuresLength > 0)) {
var features = new Array(featuresLength);
for (var i = 0; i < featuresLength; ++i) {
features[i] = new Cesium3DTileFeature(content, i);
}
content._features = features;
}
}
Batched3DModel3DTileContent.prototype.hasProperty = function(batchId, name) {
return this._batchTable.hasProperty(batchId, name);
};
Batched3DModel3DTileContent.prototype.getFeature = function(batchId) {
//>>includeStart('debug', pragmas.debug);
var featuresLength = this.featuresLength;
if (!defined(batchId) || (batchId < 0) || (batchId >= featuresLength)) {
throw new DeveloperError('batchId is required and between zero and featuresLength - 1 (' + (featuresLength - 1) + ').');
}
//>>includeEnd('debug');
createFeatures(this);
return this._features[batchId];
};
Batched3DModel3DTileContent.prototype.applyDebugSettings = function(enabled, color) {
color = enabled ? color : Color.WHITE;
if (this.featuresLength === 0) {
this._model.color = color;
} else {
this._batchTable.setAllColor(color);
}
};
Batched3DModel3DTileContent.prototype.applyStyle = function(style) {
if (this.featuresLength === 0) {
var hasColorStyle = defined(style) && defined(style.color);
var hasShowStyle = defined(style) && defined(style.show);
this._model.color = hasColorStyle ? style.color.evaluateColor(undefined, this._model.color) : Color.clone(Color.WHITE, this._model.color);
this._model.show = hasShowStyle ? style.show.evaluate(undefined) : true;
} else {
this._batchTable.applyStyle(style);
}
};
Batched3DModel3DTileContent.prototype.update = function(tileset, frameState) {
var commandStart = frameState.commandList.length;
// In the PROCESSING state we may be calling update() to move forward
// the content's resource loading. In the READY state, it will
// actually generate commands.
this._batchTable.update(tileset, frameState);
this._contentModelMatrix = Matrix4.multiply(this._tile.computedTransform, this._rtcCenterTransform, this._contentModelMatrix);
this._model.modelMatrix = this._contentModelMatrix;
this._model.shadows = this._tileset.shadows;
this._model.imageBasedLightingFactor = this._tileset.imageBasedLightingFactor;
this._model.lightColor = this._tileset.lightColor;
this._model.luminanceAtZenith = this._tileset.luminanceAtZenith;
this._model.sphericalHarmonicCoefficients = this._tileset.sphericalHarmonicCoefficients;
this._model.specularEnvironmentMaps = this._tileset.specularEnvironmentMaps;
this._model.debugWireframe = this._tileset.debugWireframe;
// Update clipping planes
var tilesetClippingPlanes = this._tileset.clippingPlanes;
this._model.clippingPlanesOriginMatrix = this._tileset.clippingPlanesOriginMatrix;
if (defined(tilesetClippingPlanes) && this._tile.clippingPlanesDirty) {
// Dereference the clipping planes from the model if they are irrelevant.
// Link/Dereference directly to avoid ownership checks.
// This will also trigger synchronous shader regeneration to remove or add the clipping plane and color blending code.
this._model._clippingPlanes = (tilesetClippingPlanes.enabled && this._tile._isClipped) ? tilesetClippingPlanes : undefined;
}
// If the model references a different ClippingPlaneCollection due to the tileset's collection being replaced with a
// ClippingPlaneCollection that gives this tile the same clipping status, update the model to use the new ClippingPlaneCollection.
if (defined(tilesetClippingPlanes) && defined(this._model._clippingPlanes) && this._model._clippingPlanes !== tilesetClippingPlanes) {
this._model._clippingPlanes = tilesetClippingPlanes;
}
this._model.update(frameState);
// If any commands were pushed, add derived commands
var commandEnd = frameState.commandList.length;
if ((commandStart < commandEnd) && (frameState.passes.render || frameState.passes.pick) && !defined(tileset.classificationType)) {
this._batchTable.addDerivedCommands(frameState, commandStart);
}
};
Batched3DModel3DTileContent.prototype.isDestroyed = function() {
return false;
};
Batched3DModel3DTileContent.prototype.destroy = function() {
this._model = this._model && this._model.destroy();
this._batchTable = this._batchTable && this._batchTable.destroy();
return destroyObject(this);
};
export default Batched3DModel3DTileContent;