itowns
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A JS/WebGL framework for 3D geospatial data visualization
298 lines (238 loc) • 11.4 kB
JavaScript
;
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;