cesium
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
609 lines (536 loc) • 20 kB
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 getJsonFromTypedArray from "../Core/getJsonFromTypedArray.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";
import ModelAnimationLoop from "./ModelAnimationLoop.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;
this._classificationType = tileset.vectorClassificationOnly
? undefined
: tileset.classificationType;
// Populate from gltf when available
this._batchIdAttributeName = undefined;
this._diffuseAttributeOrUniformName = {};
this._rtcCenterTransform = undefined;
this._contentModelMatrix = undefined;
this.featurePropertiesDirty = false;
this._groupMetadata = undefined;
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 this._model.pointsLength;
},
},
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;
},
},
groupMetadata: {
get: function () {
return this._groupMetadata;
},
set: function (value) {
this._groupMetadata = value;
},
},
});
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._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._classificationType);
var gltf = content._model.gltf;
if (defined(gltf)) {
content._diffuseAttributeOrUniformName[
programId
] = ModelUtility.getDiffuseAttributeOrUniform(gltf, programId);
}
var callback = batchTable.getFragmentShaderCallback(
handleTranslucent,
content._diffuseAttributeOrUniformName[programId],
false
);
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 {
featureTableJson = getJsonFromTypedArray(
uint8Array,
byteOffset,
featureTableJsonByteLength
);
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.
batchTableJson = getJsonFromTypedArray(
uint8Array,
byteOffset,
batchTableJsonByteLength
);
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(content._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(content._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,
backFaceCulling: tileset.backFaceCulling,
});
content._model.readyPromise.then(function (model) {
model.activeAnimations.addAll({
loop: ModelAnimationLoop.REPEAT,
});
});
} 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: content._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;
var model = this._model;
var tile = this._tile;
var batchTable = this._batchTable;
// 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.
batchTable.update(tileset, frameState);
this._contentModelMatrix = Matrix4.multiply(
tile.computedTransform,
this._rtcCenterTransform,
this._contentModelMatrix
);
model.modelMatrix = this._contentModelMatrix;
model.shadows = tileset.shadows;
model.imageBasedLightingFactor = tileset.imageBasedLightingFactor;
model.lightColor = tileset.lightColor;
model.luminanceAtZenith = tileset.luminanceAtZenith;
model.sphericalHarmonicCoefficients = tileset.sphericalHarmonicCoefficients;
model.specularEnvironmentMaps = tileset.specularEnvironmentMaps;
model.backFaceCulling = tileset.backFaceCulling;
model.debugWireframe = tileset.debugWireframe;
// Update clipping planes
var tilesetClippingPlanes = tileset.clippingPlanes;
model.referenceMatrix = tileset.clippingPlanesOriginMatrix;
if (defined(tilesetClippingPlanes) && 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.
model._clippingPlanes =
tilesetClippingPlanes.enabled && 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(model._clippingPlanes) &&
model._clippingPlanes !== tilesetClippingPlanes
) {
model._clippingPlanes = tilesetClippingPlanes;
}
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(this._classificationType)
) {
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;