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A JS/WebGL framework for 3D geospatial data visualization

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"use strict"; var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault"); Object.defineProperty(exports, "__esModule", { value: true }); exports["default"] = exports.MAIN_LOOP_EVENTS = exports.RENDERING_SCHEDULED = exports.RENDERING_PAUSED = void 0; var _three = require("three"); var _Cache = _interopRequireDefault(require("./Scheduler/Cache")); var RENDERING_PAUSED = 0; exports.RENDERING_PAUSED = RENDERING_PAUSED; var RENDERING_SCHEDULED = 1; /** * MainLoop's update events list that are fired using * {@link View#execFrameRequesters}. * * @property UPDATE_START {string} fired at the start of the update * @property BEFORE_CAMERA_UPDATE {string} fired before the camera update * @property AFTER_CAMERA_UPDATE {string} fired after the camera update * @property BEFORE_LAYER_UPDATE {string} fired before the layer update * @property AFTER_LAYER_UPDATE {string} fired after the layer update * @property BEFORE_RENDER {string} fired before the render * @property AFTER_RENDER {string} fired after the render * @property UPDATE_END {string} fired at the end of the update */ exports.RENDERING_SCHEDULED = RENDERING_SCHEDULED; var MAIN_LOOP_EVENTS = { UPDATE_START: 'update_start', BEFORE_CAMERA_UPDATE: 'before_camera_update', AFTER_CAMERA_UPDATE: 'after_camera_update', BEFORE_LAYER_UPDATE: 'before_layer_update', AFTER_LAYER_UPDATE: 'after_layer_update', BEFORE_RENDER: 'before_render', AFTER_RENDER: 'after_render', UPDATE_END: 'update_end' }; exports.MAIN_LOOP_EVENTS = MAIN_LOOP_EVENTS; function MainLoop(scheduler, engine) { this.renderingState = RENDERING_PAUSED; this.needsRedraw = false; this.scheduler = scheduler; this.gfxEngine = engine; // TODO: remove me this._updateLoopRestarted = true; } MainLoop.prototype = Object.create(_three.EventDispatcher.prototype); MainLoop.prototype.constructor = MainLoop; MainLoop.prototype.scheduleViewUpdate = function (view, forceRedraw) { var _this = this; this.needsRedraw |= forceRedraw; if (this.renderingState !== RENDERING_SCHEDULED) { this.renderingState = RENDERING_SCHEDULED; requestAnimationFrame(function (timestamp) { _this._step(view, timestamp); }); } }; function updateElements(context, geometryLayer, elements) { if (!elements) { return; } var _iteratorNormalCompletion = true; var _didIteratorError = false; var _iteratorError = undefined; try { for (var _iterator = elements[Symbol.iterator](), _step2; !(_iteratorNormalCompletion = (_step2 = _iterator.next()).done); _iteratorNormalCompletion = true) { var element = _step2.value; // update element // TODO find a way to notify attachedLayers when geometryLayer deletes some elements // and then update Debug.js:addGeometryLayerDebugFeatures var newElementsToUpdate = geometryLayer.update(context, geometryLayer, element); var sub = geometryLayer.getObjectToUpdateForAttachedLayers(element); if (sub) { if (sub.element) { // update attached layers var _iteratorNormalCompletion2 = true; var _didIteratorError2 = false; var _iteratorError2 = undefined; try { for (var _iterator2 = geometryLayer.attachedLayers[Symbol.iterator](), _step3; !(_iteratorNormalCompletion2 = (_step3 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) { var attachedLayer = _step3.value; if (attachedLayer.ready) { attachedLayer.update(context, attachedLayer, sub.element, sub.parent); } } } catch (err) { _didIteratorError2 = true; _iteratorError2 = err; } finally { try { if (!_iteratorNormalCompletion2 && _iterator2["return"] != null) { _iterator2["return"](); } } finally { if (_didIteratorError2) { throw _iteratorError2; } } } } else if (sub.elements) { for (var i = 0; i < sub.elements.length; i++) { if (!sub.elements[i].isObject3D) { throw new Error("\n Invalid object for attached layer to update.\n Must be a THREE.Object and have a THREE.Material"); } // update attached layers var _iteratorNormalCompletion3 = true; var _didIteratorError3 = false; var _iteratorError3 = undefined; try { for (var _iterator3 = geometryLayer.attachedLayers[Symbol.iterator](), _step4; !(_iteratorNormalCompletion3 = (_step4 = _iterator3.next()).done); _iteratorNormalCompletion3 = true) { var _attachedLayer = _step4.value; if (_attachedLayer.ready) { _attachedLayer.update(context, _attachedLayer, sub.elements[i], sub.parent); } } } catch (err) { _didIteratorError3 = true; _iteratorError3 = err; } finally { try { if (!_iteratorNormalCompletion3 && _iterator3["return"] != null) { _iterator3["return"](); } } finally { if (_didIteratorError3) { throw _iteratorError3; } } } } } } updateElements(context, geometryLayer, newElementsToUpdate); } } catch (err) { _didIteratorError = true; _iteratorError = err; } finally { try { if (!_iteratorNormalCompletion && _iterator["return"] != null) { _iterator["return"](); } } finally { if (_didIteratorError) { throw _iteratorError; } } } } function filterChangeSources(updateSources, geometryLayer) { var fullUpdate = false; var filtered = new Set(); updateSources.forEach(function (src) { if (src === geometryLayer || src.isCamera) { geometryLayer.info.clear(); fullUpdate = true; } else if (src.layer === geometryLayer) { filtered.add(src); } }); return fullUpdate ? new Set([geometryLayer]) : filtered; } MainLoop.prototype._update = function (view, updateSources, dt) { var context = { camera: view.camera, engine: this.gfxEngine, scheduler: this.scheduler, view: view }; // replace layer with their parent where needed updateSources.forEach(function (src) { var layer = src.layer || src; if (layer.isLayer) { var parentLayer = view.getParentLayer(layer); if (parentLayer) { // add the parent layer to update sources updateSources.add(parentLayer); } } }); var _iteratorNormalCompletion4 = true; var _didIteratorError4 = false; var _iteratorError4 = undefined; try { for (var _iterator4 = view.getLayers(function (x, y) { return !y; })[Symbol.iterator](), _step5; !(_iteratorNormalCompletion4 = (_step5 = _iterator4.next()).done); _iteratorNormalCompletion4 = true) { var geometryLayer = _step5.value; context.geometryLayer = geometryLayer; if (geometryLayer.ready && geometryLayer.visible && !geometryLayer.frozen) { view.execFrameRequesters(MAIN_LOOP_EVENTS.BEFORE_LAYER_UPDATE, dt, this._updateLoopRestarted, geometryLayer); // Filter updateSources that are relevant for the geometryLayer var srcs = filterChangeSources(updateSources, geometryLayer); if (srcs.size > 0) { // pre update attached layer var _iteratorNormalCompletion5 = true; var _didIteratorError5 = false; var _iteratorError5 = undefined; try { for (var _iterator5 = geometryLayer.attachedLayers[Symbol.iterator](), _step6; !(_iteratorNormalCompletion5 = (_step6 = _iterator5.next()).done); _iteratorNormalCompletion5 = true) { var attachedLayer = _step6.value; if (attachedLayer.ready && attachedLayer.preUpdate) { attachedLayer.preUpdate(context, srcs); } } // `preUpdate` returns an array of elements to update } catch (err) { _didIteratorError5 = true; _iteratorError5 = err; } finally { try { if (!_iteratorNormalCompletion5 && _iterator5["return"] != null) { _iterator5["return"](); } } finally { if (_didIteratorError5) { throw _iteratorError5; } } } var elementsToUpdate = geometryLayer.preUpdate(context, srcs); // `update` is called in `updateElements`. updateElements(context, geometryLayer, elementsToUpdate); // `postUpdate` is called when this geom layer update process is finished geometryLayer.postUpdate(context, geometryLayer, updateSources); } view.execFrameRequesters(MAIN_LOOP_EVENTS.AFTER_LAYER_UPDATE, dt, this._updateLoopRestarted, geometryLayer); } } } catch (err) { _didIteratorError4 = true; _iteratorError4 = err; } finally { try { if (!_iteratorNormalCompletion4 && _iterator4["return"] != null) { _iterator4["return"](); } } finally { if (_didIteratorError4) { throw _iteratorError4; } } } }; MainLoop.prototype._step = function (view, timestamp) { var dt = timestamp - this._lastTimestamp; view._executeFrameRequestersRemovals(); view.execFrameRequesters(MAIN_LOOP_EVENTS.UPDATE_START, dt, this._updateLoopRestarted); var willRedraw = this.needsRedraw; this._lastTimestamp = timestamp; // Reset internal state before calling _update (so future calls to View.notifyChange() // can properly change it) this.needsRedraw = false; this.renderingState = RENDERING_PAUSED; var updateSources = new Set(view._changeSources); view._changeSources.clear(); // update camera var dim = this.gfxEngine.getWindowSize(); view.execFrameRequesters(MAIN_LOOP_EVENTS.BEFORE_CAMERA_UPDATE, dt, this._updateLoopRestarted); view.camera.update(dim.x, dim.y); view.execFrameRequesters(MAIN_LOOP_EVENTS.AFTER_CAMERA_UPDATE, dt, this._updateLoopRestarted); // Disable camera's matrix auto update to make sure the camera's // world matrix is never updated mid-update. // Otherwise inconsistencies can appear because object visibility // testing and object drawing could be performed using different // camera matrixWorld. // Note: this is required at least because WEBGLRenderer calls // camera.updateMatrixWorld() var oldAutoUpdate = view.camera.camera3D.matrixAutoUpdate; view.camera.camera3D.matrixAutoUpdate = false; // update data-structure this._update(view, updateSources, dt); if (this.scheduler.commandsWaitingExecutionCount() == 0) { this.dispatchEvent({ type: 'command-queue-empty' }); } // Redraw *only* if needed. // (redraws only happen when this.needsRedraw is true, which in turn only happens when // view.notifyChange() is called with redraw=true) // As such there's no continuous update-loop, instead we use a ad-hoc update/render // mechanism. if (willRedraw) { this._renderView(view, dt); } // next time, we'll consider that we've just started the loop if we are still PAUSED now this._updateLoopRestarted = this.renderingState === RENDERING_PAUSED; view.camera.camera3D.matrixAutoUpdate = oldAutoUpdate; // Clear the cache of expired resources _Cache["default"].flush(); view.execFrameRequesters(MAIN_LOOP_EVENTS.UPDATE_END, dt, this._updateLoopRestarted); }; MainLoop.prototype._renderView = function (view, dt) { view.execFrameRequesters(MAIN_LOOP_EVENTS.BEFORE_RENDER, dt, this._updateLoopRestarted); if (view.render) { view.render(); } else { // use default rendering method this.gfxEngine.renderView(view); } view.execFrameRequesters(MAIN_LOOP_EVENTS.AFTER_RENDER, dt, this._updateLoopRestarted); }; var _default = MainLoop; exports["default"] = _default;