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162 lines
5.9 KiB
JavaScript
162 lines
5.9 KiB
JavaScript
import Color from "../Core/Color.js";
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import defined from "../Core/defined.js";
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import JulianDate from "../Core/JulianDate.js";
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import CesiumMath from "../Core/Math.js";
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/**
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* A heatmap colorizer in a {@link Cesium3DTileset}. A tileset can colorize its visible tiles in a heatmap style.
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*
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* @alias Cesium3DTilesetHeatmap
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* @constructor
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* @private
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*/
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function Cesium3DTilesetHeatmap(tilePropertyName) {
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/**
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* The tile variable to track for heatmap colorization.
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* Tile's will be colorized relative to the other visible tile's values for this variable.
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*
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* @type {String}
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*/
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this.tilePropertyName = tilePropertyName;
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// Members that are updated every time a tile is colorized
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this._minimum = Number.MAX_VALUE;
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this._maximum = -Number.MAX_VALUE;
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// Members that are updated once every frame
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this._previousMinimum = Number.MAX_VALUE;
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this._previousMaximum = -Number.MAX_VALUE;
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// If defined uses a reference minimum maximum to colorize by instead of using last frames minimum maximum of rendered tiles.
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// For example, the _loadTimestamp can get a better colorization using setReferenceMinimumMaximum in order to take accurate colored timing diffs of various scenes.
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this._referenceMinimum = {};
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this._referenceMaximum = {};
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}
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/**
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* Convert to a usable heatmap value (i.e. a number). Ensures that tile values that aren't stored as numbers can be used for colorization.
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* @private
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*/
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function getHeatmapValue(tileValue, tilePropertyName) {
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var value;
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if (tilePropertyName === "_loadTimestamp") {
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value = JulianDate.toDate(tileValue).getTime();
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} else {
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value = tileValue;
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}
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return value;
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}
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/**
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* Sets the reference minimum and maximum for the variable name. Converted to numbers before they are stored.
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*
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* @param {Object} minimum The minimum reference value.
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* @param {Object} maximum The maximum reference value.
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* @param {String} tilePropertyName The tile variable that will use these reference values when it is colorized.
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*/
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Cesium3DTilesetHeatmap.prototype.setReferenceMinimumMaximum = function (
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minimum,
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maximum,
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tilePropertyName
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) {
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this._referenceMinimum[tilePropertyName] = getHeatmapValue(
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minimum,
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tilePropertyName
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);
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this._referenceMaximum[tilePropertyName] = getHeatmapValue(
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maximum,
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tilePropertyName
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);
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};
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function getHeatmapValueAndUpdateMinimumMaximum(heatmap, tile) {
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var tilePropertyName = heatmap.tilePropertyName;
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if (defined(tilePropertyName)) {
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var heatmapValue = getHeatmapValue(
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tile[tilePropertyName],
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tilePropertyName
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);
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if (!defined(heatmapValue)) {
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heatmap.tilePropertyName = undefined;
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return heatmapValue;
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}
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heatmap._maximum = Math.max(heatmapValue, heatmap._maximum);
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heatmap._minimum = Math.min(heatmapValue, heatmap._minimum);
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return heatmapValue;
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}
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}
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var heatmapColors = [
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new Color(0.1, 0.1, 0.1, 1), // Dark Gray
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new Color(0.153, 0.278, 0.878, 1), // Blue
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new Color(0.827, 0.231, 0.49, 1), // Pink
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new Color(0.827, 0.188, 0.22, 1), // Red
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new Color(1.0, 0.592, 0.259, 1), // Orange
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new Color(1.0, 0.843, 0.0, 1),
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]; // Yellow
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/**
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* Colorize the tile in heat map style based on where it lies within the minimum maximum window.
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* Heatmap colors are black, blue, pink, red, orange, yellow. 'Cold' or low numbers will be black and blue, 'Hot' or high numbers will be orange and yellow,
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* @param {Cesium3DTile} tile The tile to colorize relative to last frame's minimum and maximum values of all visible tiles.
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* @param {FrameState} frameState The frame state.
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*/
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Cesium3DTilesetHeatmap.prototype.colorize = function (tile, frameState) {
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var tilePropertyName = this.tilePropertyName;
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if (
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!defined(tilePropertyName) ||
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!tile.contentAvailable ||
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tile._selectedFrame !== frameState.frameNumber
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) {
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return;
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}
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var heatmapValue = getHeatmapValueAndUpdateMinimumMaximum(this, tile);
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var minimum = this._previousMinimum;
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var maximum = this._previousMaximum;
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if (minimum === Number.MAX_VALUE || maximum === -Number.MAX_VALUE) {
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return;
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}
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// Shift the minimum maximum window down to 0
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var shiftedMax = maximum - minimum + CesiumMath.EPSILON7; // Prevent divide by 0
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var shiftedValue = CesiumMath.clamp(heatmapValue - minimum, 0.0, shiftedMax);
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// Get position between minimum and maximum and convert that to a position in the color array
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var zeroToOne = shiftedValue / shiftedMax;
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var lastIndex = heatmapColors.length - 1.0;
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var colorPosition = zeroToOne * lastIndex;
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// Take floor and ceil of the value to get the two colors to lerp between, lerp using the fractional portion
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var colorPositionFloor = Math.floor(colorPosition);
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var colorPositionCeil = Math.ceil(colorPosition);
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var t = colorPosition - colorPositionFloor;
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var colorZero = heatmapColors[colorPositionFloor];
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var colorOne = heatmapColors[colorPositionCeil];
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// Perform the lerp
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var finalColor = Color.clone(Color.WHITE);
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finalColor.red = CesiumMath.lerp(colorZero.red, colorOne.red, t);
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finalColor.green = CesiumMath.lerp(colorZero.green, colorOne.green, t);
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finalColor.blue = CesiumMath.lerp(colorZero.blue, colorOne.blue, t);
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tile._debugColor = finalColor;
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};
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/**
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* Resets the tracked minimum maximum values for heatmap colorization. Happens right before tileset traversal.
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*/
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Cesium3DTilesetHeatmap.prototype.resetMinimumMaximum = function () {
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// For heat map colorization
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var tilePropertyName = this.tilePropertyName;
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if (defined(tilePropertyName)) {
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var referenceMinimum = this._referenceMinimum[tilePropertyName];
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var referenceMaximum = this._referenceMaximum[tilePropertyName];
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var useReference = defined(referenceMinimum) && defined(referenceMaximum);
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this._previousMinimum = useReference ? referenceMinimum : this._minimum;
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this._previousMaximum = useReference ? referenceMaximum : this._maximum;
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this._minimum = Number.MAX_VALUE;
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this._maximum = -Number.MAX_VALUE;
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}
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};
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export default Cesium3DTilesetHeatmap;
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