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scichart

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Fast WebGL JavaScript Charting Library and Framework

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"use strict"; 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;