scichart
Version:
Fast WebGL JavaScript Charting Library and Framework
130 lines (129 loc) • 6.92 kB
JavaScript
;
var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
if (typeof b !== "function" && b !== null)
throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
exports.RenderableSeriesSceneEntity = void 0;
var Guard_1 = require("../../../Core/Guard");
var vectorToArray_1 = require("../../../utils/vectorToArray");
var HitTestInfo3D_1 = require("../RenderableSeries/HitTestInfo3D");
var BaseSceneEntity3D_1 = require("./BaseSceneEntity3D");
/**
* @summary Defines a special {@link BaseSceneEntity3D} type which hosts the entity for a {@link BaseRenderableSeries3D | RenderableSeries},
* or chart type in SciChart's High Performance {@link https://www.scichart.com/javascript-chart-features | JavaScript 3D Charts}
*/
var RenderableSeriesSceneEntity = /** @class */ (function (_super) {
__extends(RenderableSeriesSceneEntity, _super);
/**
* Creates an instance of {@link RenderableSeriesSceneEntity}
* @param webAssemblyContext The {@link TSciChart3D | SciChart 3D WebAssembly Context} containing native methods and
* access to our WebGL2 Engine and WebAssembly numerical methods
* @param parentSeries The parent {@link BaseRenderableSeries3D} which this entity maps to
* @param state Current {@link RenderableSeriesSceneEntityState}
*/
function RenderableSeriesSceneEntity(webAssemblyContext, parentSeries, state) {
var _this = _super.call(this, webAssemblyContext) || this;
_this.parentSeries = parentSeries;
_this.state = state;
_this.state.setInitialState();
_this.hitTest = _this.hitTest.bind(_this);
_this.rebuildPointMetadata = _this.rebuildPointMetadata.bind(_this);
return _this;
}
/**
* Update method called from WebAssembly engine. Use this to update meshes, properties, geometry before draw.
* When overriding, you must call super.Update() for the object to draw in the scene
* @param deltaTime
* @constructor
*/
RenderableSeriesSceneEntity.prototype.Update = function (deltaTime) {
if (!this.currentRenderPassData) {
return;
}
if (!this.state.validate(this.parentSeries, this.currentRenderPassData)) {
this.updateSeries();
this.state.reset(this.parentSeries, this.currentRenderPassData);
}
_super.prototype.Update.call(this, deltaTime);
};
/**
* @inheritDoc
*/
RenderableSeriesSceneEntity.prototype.onEngineRestart = function () {
_super.prototype.onEngineRestart.call(this);
// Reset Initial State
this.state.setInitialState();
};
/**
* Called when a property changes on the parent series
* @param propertyName
*/
RenderableSeriesSceneEntity.prototype.notifySeriesPropertyChanged = function (propertyName) {
// Set Renderable Series Property Changed
this.state.setRenderableSeriesPropertyChanged();
};
RenderableSeriesSceneEntity.prototype.hitTestXyz = function (screenPoint) {
var _a;
var x = Math.round(screenPoint.x);
var y = Math.round(screenPoint.y);
var selectionInfo = this.webAssemblyContext.SCRTGetSelectionInfo(x, y);
var result = new HitTestInfo3D_1.HitTestInfo3D(this.parentSeries, false);
result.isHit =
selectionInfo.m_uiSelectionIndex > 0 && ((_a = selectionInfo.GetEntity()) === null || _a === void 0 ? void 0 : _a.GetEntityId()) === this.entityId;
result.selectionIndex = result.isHit ? selectionInfo.m_uiSelectionIndex : -1;
result.hitTestPoint = screenPoint;
return result;
};
/**
* Rebuilds point metadata for colors and scales
* @param pointColors The point colors vector to populate
* @param pointScales The point scales vector to populate
* @param metadata The metadata array from the data series
* @param count The number of points
* @param defaultColor The default color to use
* @protected
*/
RenderableSeriesSceneEntity.prototype.rebuildPointMetadata = function (pointColors, pointScales, metadata, count, defaultColor) {
var _a, _b, _c;
// Assert vectors exist and have correct size
Guard_1.Guard.notNull(pointColors, "pointColors");
Guard_1.Guard.notNull(pointScales, "pointScales");
Guard_1.Guard.isTrue(pointColors.size() === count, "pointColors must have correct size");
Guard_1.Guard.isTrue(pointScales.size() === count, "pointScales must have correct size");
var hasDefaultScales = true;
var hasDefaultColors = true;
// Get direct views onto the WebAssembly memory for maximum performance
var colorsView = (0, vectorToArray_1.vectorToArrayViewUi32)(pointColors, this.webAssemblyContext);
var scalesView = (0, vectorToArray_1.vectorToArrayViewF32)(pointScales, this.webAssemblyContext);
// Process metadata in a single optimised loop - direct memory writes
for (var i = 0; i < count; i++) {
var meta = metadata[i];
// Use conditional operators for maximum performance - JIT optimised
var vertexColor = (_b = (_a = meta === null || meta === void 0 ? void 0 : meta.vertexColor) !== null && _a !== void 0 ? _a : meta === null || meta === void 0 ? void 0 : meta.vertexColorAbgr) !== null && _b !== void 0 ? _b : defaultColor;
var pointScale = (_c = meta === null || meta === void 0 ? void 0 : meta.pointScale) !== null && _c !== void 0 ? _c : 1.0;
// Direct assignment to WebAssembly memory views
colorsView[i] = vertexColor;
scalesView[i] = pointScale;
// Track if we have non-default values
if (vertexColor !== defaultColor)
hasDefaultColors = false;
if (pointScale !== 1.0)
hasDefaultScales = false;
}
return { hasDefaultColors: hasDefaultColors, hasDefaultScales: hasDefaultScales };
};
return RenderableSeriesSceneEntity;
}(BaseSceneEntity3D_1.BaseSceneEntity3D));
exports.RenderableSeriesSceneEntity = RenderableSeriesSceneEntity;