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 buildDrawCommand from "./buildDrawCommand.js";
import BoundingSphere from "../../Core/BoundingSphere.js";
import Cartesian3 from "../../Core/Cartesian3.js";
import Check from "../../Core/Check.js";
import defaultValue from "../../Core/defaultValue.js";
import defined from "../../Core/defined.js";
import ImageBasedLightingPipelineStage from "./ImageBasedLightingPipelineStage.js";
import Matrix4 from "../../Core/Matrix4.js";
import ModelExperimentalArticulation from "./ModelExperimentalArticulation.js";
import ModelColorPipelineStage from "./ModelColorPipelineStage.js";
import ModelClippingPlanesPipelineStage from "./ModelClippingPlanesPipelineStage.js";
import ModelExperimentalPrimitive from "./ModelExperimentalPrimitive.js";
import ModelExperimentalNode from "./ModelExperimentalNode.js";
import ModelExperimentalSkin from "./ModelExperimentalSkin.js";
import ModelExperimentalUtility from "./ModelExperimentalUtility.js";
import ModelRenderResources from "./ModelRenderResources.js";
import ModelSilhouettePipelineStage from "./ModelSilhouettePipelineStage.js";
import ModelSplitterPipelineStage from "./ModelSplitterPipelineStage.js";
import NodeRenderResources from "./NodeRenderResources.js";
import PrimitiveRenderResources from "./PrimitiveRenderResources.js";
import SceneMode from "../SceneMode.js";
import SplitDirection from "../SplitDirection.js";
import Transforms from "../../Core/Transforms.js";
/**
* An in memory representation of the scene graph for a {@link ModelExperimental}
*
* @param {Object} options An object containing the following options
* @param {ModelExperimental} options.model The model this scene graph belongs to
* @param {ModelComponents} options.modelComponents The model components describing the model
*
* @alias ModelExperimentalSceneGraph
* @constructor
*
* @private
*/
export default function ModelExperimentalSceneGraph(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
const components = options.modelComponents;
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("options.model", options.model);
Check.typeOf.object("options.modelComponents", components);
//>>includeEnd('debug');
/**
* A reference to the {@link ModelExperimental} that owns this scene graph.
*
* @type {ModelExperimental}
* @readonly
*
* @private
*/
this._model = options.model;
/**
* The model components that represent the contents of the 3D model file.
*
* @type {ModelComponents}
* @readonly
*
* @private
*/
this._components = components;
/**
* Pipeline stages to apply across the model.
*
* @type {Object[]}
* @readonly
*
* @private
*/
this._pipelineStages = [];
/**
* Update stages to apply across the model.
*
* @type {Object[]}
* @readonly
*
* @private
*/
this._updateStages = [];
/**
* The runtime nodes that make up the scene graph
*
* @type {ModelExperimentalNode[]}
* @readonly
*
* @private
*/
this._runtimeNodes = [];
/**
* The indices of the root nodes in the runtime nodes array.
*
* @type {Number[]}
* @readonly
*
* @private
*/
this._rootNodes = [];
/**
* The indices of the skinned nodes in the runtime nodes array. These refer
* to the nodes that will be manipulated by their skin, as opposed to the nodes
* acting as joints for the skin.
*
* @type {Number[]}
* @readonly
*
* @private
*/
this._skinnedNodes = [];
/**
* The runtime skins that affect nodes in the scene graph.
*
* @type {ModelExperimentalSkin[]}
* @readonly
*
* @private
*/
this._runtimeSkins = [];
/**
* Pipeline stages to apply to this model. This
* is an array of classes, each with a static method called
* <code>process()</code>
*
* @type {Object[]}
* @readonly
*
* @private
*/
this.modelPipelineStages = [];
// The scene graph's bounding sphere is model space, so that
// the model's bounding sphere can be recomputed when given a
// new model matrix.
this._boundingSphere = undefined;
// The 2D bounding sphere is in world space. This is checked
// by the draw commands to see if the model is over the IDL,
// and if so, renders the primitives using extra commands.
this._boundingSphere2D = undefined;
this._computedModelMatrix = Matrix4.clone(Matrix4.IDENTITY);
this._computedModelMatrix2D = Matrix4.clone(Matrix4.IDENTITY);
this._axisCorrectionMatrix = ModelExperimentalUtility.getAxisCorrectionMatrix(
components.upAxis,
components.forwardAxis,
new Matrix4()
);
// Store articulations from the AGI_articulations extension
// by name in a dictionary for easy retrieval.
this._runtimeArticulations = {};
initialize(this);
}
Object.defineProperties(ModelExperimentalSceneGraph.prototype, {
/**
* The model components this scene graph represents.
*
* @type {ModelComponents}
* @readonly
*
* @private
*/
components: {
get: function () {
return this._components;
},
},
/**
* The axis-corrected model matrix.
*
* @type {Matrix4}
* @readonly
*
* @private
*/
computedModelMatrix: {
get: function () {
return this._computedModelMatrix;
},
},
/**
* A matrix to correct from y-up in some model formats (e.g. glTF) to the
* z-up coordinate system Cesium uses.
*
* @type {Matrix4}
* @readonly
*
* @private
*/
axisCorrectionMatrix: {
get: function () {
return this._axisCorrectionMatrix;
},
},
/**
* The bounding sphere containing all the primitives in the scene graph
* in model space.
*
* @type {BoundingSphere}
* @readonly
*
* @private
*/
boundingSphere: {
get: function () {
return this._boundingSphere;
},
},
});
function initialize(sceneGraph) {
const components = sceneGraph._components;
const scene = components.scene;
// If the model has a height reference that modifies the model matrix,
// it will be accounted for in updateModelMatrix.
const modelMatrix = sceneGraph._model.modelMatrix;
computeModelMatrix(sceneGraph, modelMatrix);
const articulations = components.articulations;
const articulationsLength = articulations.length;
const runtimeArticulations = sceneGraph._runtimeArticulations;
for (let i = 0; i < articulationsLength; i++) {
const articulation = articulations[i];
const runtimeArticulation = new ModelExperimentalArticulation({
articulation: articulation,
sceneGraph: sceneGraph,
});
const name = runtimeArticulation.name;
runtimeArticulations[name] = runtimeArticulation;
}
const nodes = components.nodes;
const nodesLength = nodes.length;
// Initialize this array to be the same size as the nodes array in
// the model's file. This is so nodes can be stored by their index
// in the file, for future ease of access.
sceneGraph._runtimeNodes = new Array(nodesLength);
const rootNodes = scene.nodes;
const rootNodesLength = rootNodes.length;
const transformToRoot = Matrix4.IDENTITY;
for (let i = 0; i < rootNodesLength; i++) {
const rootNode = scene.nodes[i];
const rootNodeIndex = traverseSceneGraph(
sceneGraph,
rootNode,
transformToRoot
);
sceneGraph._rootNodes.push(rootNodeIndex);
}
// Handle skins after all runtime nodes are created
const skins = components.skins;
const runtimeSkins = sceneGraph._runtimeSkins;
const skinsLength = skins.length;
for (let i = 0; i < skinsLength; i++) {
const skin = skins[i];
runtimeSkins.push(
new ModelExperimentalSkin({
skin: skin,
sceneGraph: sceneGraph,
})
);
}
const skinnedNodes = sceneGraph._skinnedNodes;
const skinnedNodesLength = skinnedNodes.length;
for (let i = 0; i < skinnedNodesLength; i++) {
const skinnedNodeIndex = skinnedNodes[i];
const skinnedNode = sceneGraph._runtimeNodes[skinnedNodeIndex];
// Use the index of the skin in the model components to find
// the corresponding runtime skin.
const skin = nodes[skinnedNodeIndex].skin;
const skinIndex = skin.index;
skinnedNode._runtimeSkin = runtimeSkins[skinIndex];
skinnedNode.updateJointMatrices();
}
// Ensure articulations are applied with their initial values to their target nodes.
sceneGraph.applyArticulations();
}
function computeModelMatrix(sceneGraph, modelMatrix) {
const components = sceneGraph._components;
const model = sceneGraph._model;
sceneGraph._computedModelMatrix = Matrix4.multiplyTransformation(
modelMatrix,
components.transform,
sceneGraph._computedModelMatrix
);
sceneGraph._computedModelMatrix = Matrix4.multiplyTransformation(
sceneGraph._computedModelMatrix,
sceneGraph._axisCorrectionMatrix,
sceneGraph._computedModelMatrix
);
sceneGraph._computedModelMatrix = Matrix4.multiplyByUniformScale(
sceneGraph._computedModelMatrix,
model.computedScale,
sceneGraph._computedModelMatrix
);
}
const scratchComputedTranslation = new Cartesian3();
function computeModelMatrix2D(sceneGraph, frameState) {
const computedModelMatrix = sceneGraph._computedModelMatrix;
const translation = Matrix4.getTranslation(
computedModelMatrix,
scratchComputedTranslation
);
if (!Cartesian3.equals(translation, Cartesian3.ZERO)) {
sceneGraph._computedModelMatrix2D = Transforms.basisTo2D(
frameState.mapProjection,
computedModelMatrix,
sceneGraph._computedModelMatrix2D
);
} else {
const center = sceneGraph.boundingSphere.center;
const to2D = Transforms.wgs84To2DModelMatrix(
frameState.mapProjection,
center,
sceneGraph._computedModelMatrix2D
);
sceneGraph._computedModelMatrix2D = Matrix4.multiply(
to2D,
computedModelMatrix,
sceneGraph._computedModelMatrix2D
);
}
sceneGraph._boundingSphere2D = BoundingSphere.transform(
sceneGraph._boundingSphere,
sceneGraph._computedModelMatrix2D,
sceneGraph._boundingSphere2D
);
}
/**
* Recursively traverse through the nodes in the scene graph, using depth-first
* post-order traversal.
*
* @param {ModelSceneGraph} sceneGraph The scene graph
* @param {ModelComponents.Node} node The current node
* @param {Matrix4} transformToRoot The transforms of this node's ancestors.
*
* @returns {Number} The index of this node in the runtimeNodes array.
*
* @private
*/
function traverseSceneGraph(sceneGraph, node, transformToRoot) {
// The indices of the children of this node in the runtimeNodes array.
const childrenIndices = [];
const transform = ModelExperimentalUtility.getNodeTransform(node);
// Traverse through scene graph.
const childrenLength = node.children.length;
for (let i = 0; i < childrenLength; i++) {
const childNode = node.children[i];
const childNodeTransformToRoot = Matrix4.multiplyTransformation(
transformToRoot,
transform,
new Matrix4()
);
const childIndex = traverseSceneGraph(
sceneGraph,
childNode,
childNodeTransformToRoot
);
childrenIndices.push(childIndex);
}
// Process node and mesh primitives.
const runtimeNode = new ModelExperimentalNode({
node: node,
transform: transform,
transformToRoot: transformToRoot,
children: childrenIndices,
sceneGraph: sceneGraph,
});
const primitivesLength = node.primitives.length;
for (let i = 0; i < primitivesLength; i++) {
runtimeNode.runtimePrimitives.push(
new ModelExperimentalPrimitive({
primitive: node.primitives[i],
node: node,
model: sceneGraph._model,
})
);
}
const index = node.index;
sceneGraph._runtimeNodes[index] = runtimeNode;
if (defined(node.skin)) {
sceneGraph._skinnedNodes.push(index);
}
return index;
}
const scratchModelPositionMin = new Cartesian3();
const scratchModelPositionMax = new Cartesian3();
const scratchPrimitivePositionMin = new Cartesian3();
const scratchPrimitivePositionMax = new Cartesian3();
/**
* Generates the {@link ModelExperimentalDrawCommand} for each primitive in the model.
*
* @param {FrameState} frameState The current frame state. This is needed to
* allocate GPU resources as needed.
*
* @private
*/
ModelExperimentalSceneGraph.prototype.buildDrawCommands = function (
frameState
) {
const model = this._model;
const modelRenderResources = new ModelRenderResources(model);
// Reset the memory counts before running the pipeline
model.statistics.clear();
this.configurePipeline(frameState);
const modelPipelineStages = this.modelPipelineStages;
let i, j, k;
for (i = 0; i < modelPipelineStages.length; i++) {
const modelPipelineStage = modelPipelineStages[i];
modelPipelineStage.process(modelRenderResources, model, frameState);
}
const modelPositionMin = Cartesian3.fromElements(
Number.MAX_VALUE,
Number.MAX_VALUE,
Number.MAX_VALUE,
scratchModelPositionMin
);
const modelPositionMax = Cartesian3.fromElements(
-Number.MAX_VALUE,
-Number.MAX_VALUE,
-Number.MAX_VALUE,
scratchModelPositionMax
);
for (i = 0; i < this._runtimeNodes.length; i++) {
const runtimeNode = this._runtimeNodes[i];
runtimeNode.configurePipeline();
const nodePipelineStages = runtimeNode.pipelineStages;
const nodeRenderResources = new NodeRenderResources(
modelRenderResources,
runtimeNode
);
for (j = 0; j < nodePipelineStages.length; j++) {
const nodePipelineStage = nodePipelineStages[j];
nodePipelineStage.process(
nodeRenderResources,
runtimeNode.node,
frameState
);
}
const nodeTransform = runtimeNode.computedTransform;
for (j = 0; j < runtimeNode.runtimePrimitives.length; j++) {
const runtimePrimitive = runtimeNode.runtimePrimitives[j];
runtimePrimitive.configurePipeline(frameState);
const primitivePipelineStages = runtimePrimitive.pipelineStages;
const primitiveRenderResources = new PrimitiveRenderResources(
nodeRenderResources,
runtimePrimitive
);
for (k = 0; k < primitivePipelineStages.length; k++) {
const primitivePipelineStage = primitivePipelineStages[k];
primitivePipelineStage.process(
primitiveRenderResources,
runtimePrimitive.primitive,
frameState
);
}
runtimePrimitive.boundingSphere = BoundingSphere.clone(
primitiveRenderResources.boundingSphere,
new BoundingSphere()
);
const primitivePositionMin = Matrix4.multiplyByPoint(
nodeTransform,
primitiveRenderResources.positionMin,
scratchPrimitivePositionMin
);
const primitivePositionMax = Matrix4.multiplyByPoint(
nodeTransform,
primitiveRenderResources.positionMax,
scratchPrimitivePositionMax
);
Cartesian3.minimumByComponent(
modelPositionMin,
primitivePositionMin,
modelPositionMin
);
Cartesian3.maximumByComponent(
modelPositionMax,
primitivePositionMax,
modelPositionMax
);
const drawCommand = buildDrawCommand(
primitiveRenderResources,
frameState
);
runtimePrimitive.drawCommand = drawCommand;
}
}
this._boundingSphere = BoundingSphere.fromCornerPoints(
modelPositionMin,
modelPositionMax,
new BoundingSphere()
);
this._boundingSphere = BoundingSphere.transformWithoutScale(
this._boundingSphere,
this._axisCorrectionMatrix,
this._boundingSphere
);
model._boundingSphere = BoundingSphere.transform(
this._boundingSphere,
model.modelMatrix,
model._boundingSphere
);
model._initialRadius = model._boundingSphere.radius;
model._boundingSphere.radius *= model._clampedScale;
};
/**
* Configure the model pipeline stages. If the pipeline needs to be re-run, call
* this method again to ensure the correct sequence of pipeline stages are
* used.
*
* @private
*/
ModelExperimentalSceneGraph.prototype.configurePipeline = function (
frameState
) {
const modelPipelineStages = this.modelPipelineStages;
modelPipelineStages.length = 0;
const model = this._model;
if (defined(model.color)) {
modelPipelineStages.push(ModelColorPipelineStage);
}
if (model.imageBasedLighting.enabled) {
modelPipelineStages.push(ImageBasedLightingPipelineStage);
}
if (model.isClippingEnabled()) {
modelPipelineStages.push(ModelClippingPlanesPipelineStage);
}
if (
defined(model.splitDirection) &&
model.splitDirection !== SplitDirection.NONE
) {
modelPipelineStages.push(ModelSplitterPipelineStage);
}
if (model.hasSilhouette(frameState)) {
modelPipelineStages.push(ModelSilhouettePipelineStage);
}
};
ModelExperimentalSceneGraph.prototype.update = function (
frameState,
updateForAnimations
) {
let i, j, k;
for (i = 0; i < this._runtimeNodes.length; i++) {
const runtimeNode = this._runtimeNodes[i];
for (j = 0; j < runtimeNode.updateStages.length; j++) {
const nodeUpdateStage = runtimeNode.updateStages[j];
nodeUpdateStage.update(runtimeNode, this, frameState);
}
const disableAnimations =
frameState.mode !== SceneMode.SCENE3D && this._model._projectTo2D;
if (updateForAnimations && !disableAnimations) {
this.updateJointMatrices();
}
for (j = 0; j < runtimeNode.runtimePrimitives.length; j++) {
const runtimePrimitive = runtimeNode.runtimePrimitives[j];
for (k = 0; k < runtimePrimitive.updateStages.length; k++) {
const stage = runtimePrimitive.updateStages[k];
stage.update(runtimePrimitive, this);
}
}
}
};
ModelExperimentalSceneGraph.prototype.updateModelMatrix = function (
modelMatrix,
frameState
) {
computeModelMatrix(this, modelMatrix);
if (frameState.mode !== SceneMode.SCENE3D) {
computeModelMatrix2D(this, frameState);
}
// Mark all root nodes as dirty. Any and all children will be
// affected recursively in the update stage.
const rootNodes = this._rootNodes;
for (let i = 0; i < rootNodes.length; i++) {
const node = this._runtimeNodes[rootNodes[i]];
node._transformDirty = true;
}
};
/**
* Updates the joint matrices for the skins and nodes of the model.
*
* @private
*/
ModelExperimentalSceneGraph.prototype.updateJointMatrices = function () {
const skinnedNodes = this._skinnedNodes;
const length = skinnedNodes.length;
for (let i = 0; i < length; i++) {
const nodeIndex = skinnedNodes[i];
const runtimeNode = this._runtimeNodes[nodeIndex];
runtimeNode.updateJointMatrices();
}
};
function forEachRuntimePrimitive(sceneGraph, callback) {
for (let i = 0; i < sceneGraph._runtimeNodes.length; i++) {
const runtimeNode = sceneGraph._runtimeNodes[i];
for (let j = 0; j < runtimeNode.runtimePrimitives.length; j++) {
const runtimePrimitive = runtimeNode.runtimePrimitives[j];
callback(runtimePrimitive);
}
}
}
/**
* Traverses through all draw commands and changes the back-face culling setting.
*
* @param {Boolean} backFaceCulling The new value for the back-face culling setting.
*
* @private
*/
ModelExperimentalSceneGraph.prototype.updateBackFaceCulling = function (
backFaceCulling
) {
forEachRuntimePrimitive(this, function (runtimePrimitive) {
const drawCommand = runtimePrimitive.drawCommand;
drawCommand.backFaceCulling = backFaceCulling;
});
};
/**
* Traverses through all draw commands and changes the shadow settings.
*
* @param {ShadowMode} shadowMode The new shadow settings.
*
* @private
*/
ModelExperimentalSceneGraph.prototype.updateShadows = function (shadowMode) {
forEachRuntimePrimitive(this, function (runtimePrimitive) {
const drawCommand = runtimePrimitive.drawCommand;
drawCommand.shadows = shadowMode;
});
};
/**
* Traverses through all draw commands and changes whether to show the debug bounding volume.
*
* @param {Boolean} debugShowBoundingVolume The new value for showing the debug bounding volume.
*
* @private
*/
ModelExperimentalSceneGraph.prototype.updateShowBoundingVolume = function (
debugShowBoundingVolume
) {
forEachRuntimePrimitive(this, function (runtimePrimitive) {
const drawCommand = runtimePrimitive.drawCommand;
drawCommand.debugShowBoundingVolume = debugShowBoundingVolume;
});
};
/**
* Returns an array of draw commands, obtained by traversing through the scene graph and collecting
* the draw commands associated with each primitive.
*
* @param {FrameState} frameState The frame state.
*
* @returns {DrawCommand[]} The draw commands of the primitives in the scene graph.
*
* @private
*/
ModelExperimentalSceneGraph.prototype.getDrawCommands = function (frameState) {
const drawCommands = [];
forEachRuntimePrimitive(this, function (runtimePrimitive) {
const primitiveDrawCommand = runtimePrimitive.drawCommand;
const result = primitiveDrawCommand.getCommands(frameState);
drawCommands.push.apply(drawCommands, result);
});
return drawCommands;
};
/**
* Sets the current value of an articulation stage.
*
* @param {String} articulationStageKey The name of the articulation, a space, and the name of the stage.
* @param {Number} value The numeric value of this stage of the articulation.
*
* @private
*/
ModelExperimentalSceneGraph.prototype.setArticulationStage = function (
articulationStageKey,
value
) {
const names = articulationStageKey.split(" ");
if (names.length !== 2) {
return;
}
const articulationName = names[0];
const stageName = names[1];
const runtimeArticulation = this._runtimeArticulations[articulationName];
if (defined(runtimeArticulation)) {
runtimeArticulation.setArticulationStage(stageName, value);
}
};
/**
* Applies any modified articulation stages to the matrix of each node that participates
* in any articulation. Note that this will overwrite any nodeTransformations on participating nodes.
*
* @private
*/
ModelExperimentalSceneGraph.prototype.applyArticulations = function () {
const runtimeArticulations = this._runtimeArticulations;
for (const articulationName in runtimeArticulations) {
if (runtimeArticulations.hasOwnProperty(articulationName)) {
const articulation = runtimeArticulations[articulationName];
articulation.apply();
}
}
};