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 defined from "../Core/defined.js";
import deprecationWarning from "../Core/deprecationWarning.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import Matrix4 from "../Core/Matrix4.js";
import RequestType from "../Core/RequestType.js";
import Pass from "../Renderer/Pass.js";
import B3dmParser from "./B3dmParser.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 ModelAnimationLoop from "./ModelAnimationLoop.js";
import ModelUtility from "./ModelUtility.js";
/**
* Represents the contents of a
* {@link https://github.com/CesiumGS/3d-tiles/tree/main/specification/TileFormats/Batched3DModel|Batched 3D Model}
* tile in a {@link https://github.com/CesiumGS/3d-tiles/tree/main/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;
this._metadata = undefined;
// Populate from gltf when available
this._batchIdAttributeName = undefined;
this._diffuseAttributeOrUniformName = {};
this._rtcCenterTransform = undefined;
this._contentModelMatrix = undefined;
this.featurePropertiesDirty = false;
this._group = 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.batchTableByteLength;
},
},
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);
},
},
metadata: {
get: function () {
return this._metadata;
},
set: function (value) {
this._metadata = value;
},
},
batchTable: {
get: function () {
return this._batchTable;
},
},
group: {
get: function () {
return this._group;
},
set: function (value) {
this._group = value;
},
},
});
function getBatchIdAttributeName(gltf) {
let 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) {
const batchTable = content._batchTable;
const handleTranslucent = !defined(content._classificationType);
const gltf = content._model.gltfInternal;
if (defined(gltf)) {
content._batchIdAttributeName = getBatchIdAttributeName(gltf);
content._diffuseAttributeOrUniformName[
programId
] = ModelUtility.getDiffuseAttributeOrUniform(gltf, programId);
}
const callback = batchTable.getVertexShaderCallback(
handleTranslucent,
content._batchIdAttributeName,
content._diffuseAttributeOrUniformName[programId]
);
return defined(callback) ? callback(vs) : vs;
};
}
function getFragmentShaderCallback(content) {
return function (fs, programId) {
const batchTable = content._batchTable;
const handleTranslucent = !defined(content._classificationType);
const gltf = content._model.gltfInternal;
if (defined(gltf)) {
content._diffuseAttributeOrUniformName[
programId
] = ModelUtility.getDiffuseAttributeOrUniform(gltf, programId);
}
const 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) {
const batchTable = content._batchTable;
const 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) {
const tileset = content._tileset;
const tile = content._tile;
const resource = content._resource;
const b3dm = B3dmParser.parse(arrayBuffer, byteOffset);
let batchLength = b3dm.batchLength;
const featureTableJson = b3dm.featureTableJson;
const featureTableBinary = b3dm.featureTableBinary;
const featureTable = new Cesium3DTileFeatureTable(
featureTableJson,
featureTableBinary
);
batchLength = featureTable.getGlobalProperty("BATCH_LENGTH");
featureTable.featuresLength = batchLength;
const batchTableJson = b3dm.batchTableJson;
const batchTableBinary = b3dm.batchTableBinary;
let colorChangedCallback;
if (defined(content._classificationType)) {
colorChangedCallback = createColorChangedCallback(content);
}
const batchTable = new Cesium3DTileBatchTable(
content,
batchLength,
batchTableJson,
batchTableBinary,
colorChangedCallback
);
content._batchTable = batchTable;
const gltfView = b3dm.gltf;
const pickObject = {
content: content,
primitive: tileset,
};
content._rtcCenterTransform = Matrix4.IDENTITY;
const 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._modelUpAxis,
forwardAxis: tileset._modelForwardAxis,
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,
lightColor: tileset.lightColor,
imageBasedLighting: tileset.imageBasedLighting,
backFaceCulling: tileset.backFaceCulling,
showOutline: tileset.showOutline,
showCreditsOnScreen: tileset.showCreditsOnScreen,
});
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._modelUpAxis,
forwardAxis: tileset._modelForwardAxis,
debugWireframe: tileset.debugWireframe,
vertexShaderLoaded: getVertexShaderCallback(content),
classificationShaderLoaded: getClassificationFragmentShaderCallback(
content
),
uniformMapLoaded: batchTable.getUniformMapCallback(),
pickIdLoaded: getPickIdCallback(content),
classificationType: content._classificationType,
batchTable: batchTable,
});
}
}
function createFeatures(content) {
const featuresLength = content.featuresLength;
if (!defined(content._features) && featuresLength > 0) {
const features = new Array(featuresLength);
for (let 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);
const 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) {
const hasColorStyle = defined(style) && defined(style.color);
const 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) {
const commandStart = frameState.commandList.length;
const model = this._model;
const tile = this._tile;
const 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.lightColor = tileset.lightColor;
model.imageBasedLighting = tileset.imageBasedLighting;
model.backFaceCulling = tileset.backFaceCulling;
model.debugWireframe = tileset.debugWireframe;
model.showCreditsOnScreen = tileset.showCreditsOnScreen;
model.splitDirection = tileset.splitDirection;
// Update clipping planes
const 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
const 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;