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itowns

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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"] = void 0; var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray")); 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 _default = { /** * Cleanup obj to release three.js allocated resources * @param {Object3D} obj object to release */ cleanup: function cleanup(obj) { obj.layer = null; if (typeof obj.dispose === 'function') { obj.dispose(); } else { if (obj.geometry) { obj.geometry.dispose(); // the Object Removal Helper causes inconsistencies // when it assigns null to a geometry present in the Cache. // Actually, the cache can provide a mesh whose geometry is null. // see https://github.com/iTowns/itowns/issues/869 // obj.geometry = null; } if (obj.material) { if (Array.isArray(obj.material)) { var _iterator = _createForOfIteratorHelper(obj.material), _step; try { for (_iterator.s(); !(_step = _iterator.n()).done;) { var material = _step.value; material.dispose(); } } catch (err) { _iterator.e(err); } finally { _iterator.f(); } } else { obj.material.dispose(); } // obj.material = null; } } }, /** * Remove obj's children belonging to a layer. * Neither obj nor its children will be disposed! * @param {Layer} layer The layer that objects must belong to. Other object are ignored * @param {Object3D} obj The Object3D we want to clean * @return {Array} an array of removed Object3D from obj (not including the recursive removals) */ removeChildren: function removeChildren(layer, obj) { var toRemove = obj.children.filter(function (c) { return (c.layer && c.layer.id) === layer.id; }); obj.remove.apply(obj, (0, _toConsumableArray2["default"])(toRemove)); return toRemove; }, /** * Remove obj's children belonging to a layer and cleanup objexts. * obj will be disposed but its children **won't**! * @param {Layer} layer The layer that objects must belong to. Other object are ignored * @param {Object3D} obj The Object3D we want to clean * @return {Array} an array of removed Object3D from obj (not including the recursive removals) */ removeChildrenAndCleanup: function removeChildrenAndCleanup(layer, obj) { var toRemove = obj.children.filter(function (c) { return (c.layer && c.layer.id) === layer.id; }); obj.remove.apply(obj, (0, _toConsumableArray2["default"])(toRemove)); if (obj.layer === layer) { this.cleanup(obj); } return toRemove; }, /** * Recursively remove obj's children belonging to a layer. * All removed obj will have their geometry/material disposed. * @param {Layer} layer The layer that objects must belong to. Other object are ignored * @param {Object3D} obj The Object3D we want to clean * @return {Array} an array of removed Object3D from obj (not including the recursive removals) */ removeChildrenAndCleanupRecursively: function removeChildrenAndCleanupRecursively(layer, obj) { var toRemove = obj.children.filter(function (c) { return (c.layer && c.layer.id) === layer.id; }); var _iterator2 = _createForOfIteratorHelper(toRemove), _step2; try { for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) { var c = _step2.value; this.removeChildrenAndCleanupRecursively(layer, c); } } catch (err) { _iterator2.e(err); } finally { _iterator2.f(); } obj.remove.apply(obj, (0, _toConsumableArray2["default"])(toRemove)); if (obj.layer && obj.layer.id === layer.id) { this.cleanup(obj); } return toRemove; } }; exports["default"] = _default;