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A JS/WebGL framework for 3D geospatial data visualization

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports["default"] = exports.MAIN_LOOP_EVENTS = exports.RENDERING_SCHEDULED = exports.RENDERING_PAUSED = void 0; var _three = require("three"); function _createForOfIteratorHelper(o, allowArrayLike) { var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"]; if (!it) { if (Array.isArray(o) || (it = _unsupportedIterableToArray(o)) || allowArrayLike && o && typeof o.length === "number") { if (it) o = it; var i = 0; var F = function F() {}; return { s: F, n: function n() { if (i >= o.length) return { done: true }; return { done: false, value: o[i++] }; }, e: function e(_e) { throw _e; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var normalCompletion = true, didErr = false, err; return { s: function s() { it = it.call(o); }, n: function n() { var step = it.next(); normalCompletion = step.done; return step; }, e: function e(_e2) { didErr = true; err = _e2; }, f: function f() { try { if (!normalCompletion && it["return"] != null) it["return"](); } finally { if (didErr) throw err; } } }; } function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === "string") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === "Object" && o.constructor) n = o.constructor.name; if (n === "Map" || n === "Set") return Array.from(o); if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); } function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; } 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 _iterator = _createForOfIteratorHelper(elements), _step2; try { for (_iterator.s(); !(_step2 = _iterator.n()).done;) { 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 _iterator2 = _createForOfIteratorHelper(geometryLayer.attachedLayers), _step3; try { for (_iterator2.s(); !(_step3 = _iterator2.n()).done;) { var attachedLayer = _step3.value; if (attachedLayer.ready) { attachedLayer.update(context, attachedLayer, sub.element, sub.parent); attachedLayer.cache.flush(); } } } catch (err) { _iterator2.e(err); } finally { _iterator2.f(); } } 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 _iterator3 = _createForOfIteratorHelper(geometryLayer.attachedLayers), _step4; try { for (_iterator3.s(); !(_step4 = _iterator3.n()).done;) { var _attachedLayer = _step4.value; if (_attachedLayer.ready) { _attachedLayer.update(context, _attachedLayer, sub.elements[i], sub.parent); _attachedLayer.cache.flush(); } } } catch (err) { _iterator3.e(err); } finally { _iterator3.f(); } } } } updateElements(context, geometryLayer, newElementsToUpdate); } } catch (err) { _iterator.e(err); } finally { _iterator.f(); } } 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 && layer.parent) { updateSources.add(layer.parent); } }); var _iterator4 = _createForOfIteratorHelper(view.getLayers(function (x, y) { return !y; })), _step5; try { for (_iterator4.s(); !(_step5 = _iterator4.n()).done;) { 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 _iterator5 = _createForOfIteratorHelper(geometryLayer.attachedLayers), _step6; try { for (_iterator5.s(); !(_step6 = _iterator5.n()).done;) { var attachedLayer = _step6.value; if (attachedLayer.ready && attachedLayer.preUpdate) { attachedLayer.preUpdate(context, srcs); } } // `preUpdate` returns an array of elements to update } catch (err) { _iterator5.e(err); } finally { _iterator5.f(); } 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); } // Clear the cache of expired resources geometryLayer.cache.flush(); view.execFrameRequesters(MAIN_LOOP_EVENTS.AFTER_LAYER_UPDATE, dt, this._updateLoopRestarted, geometryLayer); } } } catch (err) { _iterator4.e(err); } finally { _iterator4.f(); } }; 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; 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;