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JavaScript

import ApproximateTerrainHeights from "../Core/ApproximateTerrainHeights.js";
import BoundingSphere from "../Core/BoundingSphere.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartographic from "../Core/Cartographic.js";
import Check from "../Core/Check.js";
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import GeometryInstance from "../Core/GeometryInstance.js";
import OrientedBoundingBox from "../Core/OrientedBoundingBox.js";
import Rectangle from "../Core/Rectangle.js";
import when from "../ThirdParty/when.js";
import ClassificationPrimitive from "./ClassificationPrimitive.js";
import ClassificationType from "./ClassificationType.js";
import PerInstanceColorAppearance from "./PerInstanceColorAppearance.js";
import SceneMode from "./SceneMode.js";
import ShadowVolumeAppearance from "./ShadowVolumeAppearance.js";
var GroundPrimitiveUniformMap = {
u_globeMinimumAltitude: function () {
return 55000.0;
},
};
/**
* A ground primitive represents geometry draped over terrain or 3D Tiles in the {@link Scene}.
* <p>
* A primitive combines geometry instances with an {@link Appearance} that describes the full shading, including
* {@link Material} and {@link RenderState}. Roughly, the geometry instance defines the structure and placement,
* and the appearance defines the visual characteristics. Decoupling geometry and appearance allows us to mix
* and match most of them and add a new geometry or appearance independently of each other.
* </p>
* <p>
* Support for the WEBGL_depth_texture extension is required to use GeometryInstances with different PerInstanceColors
* or materials besides PerInstanceColorAppearance.
* </p>
* <p>
* Textured GroundPrimitives were designed for notional patterns and are not meant for precisely mapping
* textures to terrain - for that use case, use {@link SingleTileImageryProvider}.
* </p>
* <p>
* For correct rendering, this feature requires the EXT_frag_depth WebGL extension. For hardware that do not support this extension, there
* will be rendering artifacts for some viewing angles.
* </p>
* <p>
* Valid geometries are {@link CircleGeometry}, {@link CorridorGeometry}, {@link EllipseGeometry}, {@link PolygonGeometry}, and {@link RectangleGeometry}.
* </p>
*
* @alias GroundPrimitive
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {Array|GeometryInstance} [options.geometryInstances] The geometry instances to render.
* @param {Appearance} [options.appearance] The appearance used to render the primitive. Defaults to a flat PerInstanceColorAppearance when GeometryInstances have a color attribute.
* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
* @param {Boolean} [options.vertexCacheOptimize=false] When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
* @param {Boolean} [options.interleave=false] When <code>true</code>, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
* @param {Boolean} [options.compressVertices=true] When <code>true</code>, the geometry vertices are compressed, which will save memory.
* @param {Boolean} [options.releaseGeometryInstances=true] When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
* @param {Boolean} [options.allowPicking=true] When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
* @param {Boolean} [options.asynchronous=true] Determines if the primitive will be created asynchronously or block until ready. If false initializeTerrainHeights() must be called first.
* @param {ClassificationType} [options.classificationType=ClassificationType.BOTH] Determines whether terrain, 3D Tiles or both will be classified.
* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
* @param {Boolean} [options.debugShowShadowVolume=false] For debugging only. Determines if the shadow volume for each geometry in the primitive is drawn. Must be <code>true</code> on
* creation for the volumes to be created before the geometry is released or options.releaseGeometryInstance must be <code>false</code>.
*
* @example
* // Example 1: Create primitive with a single instance
* var rectangleInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.RectangleGeometry({
* rectangle : Cesium.Rectangle.fromDegrees(-140.0, 30.0, -100.0, 40.0)
* }),
* id : 'rectangle',
* attributes : {
* color : new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5)
* }
* });
* scene.primitives.add(new Cesium.GroundPrimitive({
* geometryInstances : rectangleInstance
* }));
*
* // Example 2: Batch instances
* var color = new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5); // Both instances must have the same color.
* var rectangleInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.RectangleGeometry({
* rectangle : Cesium.Rectangle.fromDegrees(-140.0, 30.0, -100.0, 40.0)
* }),
* id : 'rectangle',
* attributes : {
* color : color
* }
* });
* var ellipseInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.EllipseGeometry({
* center : Cesium.Cartesian3.fromDegrees(-105.0, 40.0),
* semiMinorAxis : 300000.0,
* semiMajorAxis : 400000.0
* }),
* id : 'ellipse',
* attributes : {
* color : color
* }
* });
* scene.primitives.add(new Cesium.GroundPrimitive({
* geometryInstances : [rectangleInstance, ellipseInstance]
* }));
*
* @see Primitive
* @see ClassificationPrimitive
* @see GeometryInstance
* @see Appearance
*/
function GroundPrimitive(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
var appearance = options.appearance;
var geometryInstances = options.geometryInstances;
if (!defined(appearance) && defined(geometryInstances)) {
var geometryInstancesArray = Array.isArray(geometryInstances)
? geometryInstances
: [geometryInstances];
var geometryInstanceCount = geometryInstancesArray.length;
for (var i = 0; i < geometryInstanceCount; i++) {
var attributes = geometryInstancesArray[i].attributes;
if (defined(attributes) && defined(attributes.color)) {
appearance = new PerInstanceColorAppearance({
flat: true,
});
break;
}
}
}
/**
* The {@link Appearance} used to shade this primitive. Each geometry
* instance is shaded with the same appearance. Some appearances, like
* {@link PerInstanceColorAppearance} allow giving each instance unique
* properties.
*
* @type Appearance
*
* @default undefined
*/
this.appearance = appearance;
/**
* The geometry instances rendered with this primitive. This may
* be <code>undefined</code> if <code>options.releaseGeometryInstances</code>
* is <code>true</code> when the primitive is constructed.
* <p>
* Changing this property after the primitive is rendered has no effect.
* </p>
*
* @readonly
* @type {Array|GeometryInstance}
*
* @default undefined
*/
this.geometryInstances = options.geometryInstances;
/**
* Determines if the primitive will be shown. This affects all geometry
* instances in the primitive.
*
* @type {Boolean}
*
* @default true
*/
this.show = defaultValue(options.show, true);
/**
* Determines whether terrain, 3D Tiles or both will be classified.
*
* @type {ClassificationType}
*
* @default ClassificationType.BOTH
*/
this.classificationType = defaultValue(
options.classificationType,
ClassificationType.BOTH
);
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Draws the bounding sphere for each draw command in the primitive.
* </p>
*
* @type {Boolean}
*
* @default false
*/
this.debugShowBoundingVolume = defaultValue(
options.debugShowBoundingVolume,
false
);
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Draws the shadow volume for each geometry in the primitive.
* </p>
*
* @type {Boolean}
*
* @default false
*/
this.debugShowShadowVolume = defaultValue(
options.debugShowShadowVolume,
false
);
this._boundingVolumes = [];
this._boundingVolumes2D = [];
this._ready = false;
this._readyPromise = when.defer();
this._primitive = undefined;
this._maxHeight = undefined;
this._minHeight = undefined;
this._maxTerrainHeight = ApproximateTerrainHeights._defaultMaxTerrainHeight;
this._minTerrainHeight = ApproximateTerrainHeights._defaultMinTerrainHeight;
this._boundingSpheresKeys = [];
this._boundingSpheres = [];
this._useFragmentCulling = false;
// Used when inserting in an OrderedPrimitiveCollection
this._zIndex = undefined;
var that = this;
this._classificationPrimitiveOptions = {
geometryInstances: undefined,
appearance: undefined,
vertexCacheOptimize: defaultValue(options.vertexCacheOptimize, false),
interleave: defaultValue(options.interleave, false),
releaseGeometryInstances: defaultValue(
options.releaseGeometryInstances,
true
),
allowPicking: defaultValue(options.allowPicking, true),
asynchronous: defaultValue(options.asynchronous, true),
compressVertices: defaultValue(options.compressVertices, true),
_createBoundingVolumeFunction: undefined,
_updateAndQueueCommandsFunction: undefined,
_pickPrimitive: that,
_extruded: true,
_uniformMap: GroundPrimitiveUniformMap,
};
}
Object.defineProperties(GroundPrimitive.prototype, {
/**
* When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
vertexCacheOptimize: {
get: function () {
return this._classificationPrimitiveOptions.vertexCacheOptimize;
},
},
/**
* Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default false
*/
interleave: {
get: function () {
return this._classificationPrimitiveOptions.interleave;
},
},
/**
* When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
releaseGeometryInstances: {
get: function () {
return this._classificationPrimitiveOptions.releaseGeometryInstances;
},
},
/**
* When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
allowPicking: {
get: function () {
return this._classificationPrimitiveOptions.allowPicking;
},
},
/**
* Determines if the geometry instances will be created and batched on a web worker.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
asynchronous: {
get: function () {
return this._classificationPrimitiveOptions.asynchronous;
},
},
/**
* When <code>true</code>, geometry vertices are compressed, which will save memory.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
compressVertices: {
get: function () {
return this._classificationPrimitiveOptions.compressVertices;
},
},
/**
* Determines if the primitive is complete and ready to render. If this property is
* true, the primitive will be rendered the next time that {@link GroundPrimitive#update}
* is called.
*
* @memberof GroundPrimitive.prototype
*
* @type {Boolean}
* @readonly
*/
ready: {
get: function () {
return this._ready;
},
},
/**
* Gets a promise that resolves when the primitive is ready to render.
* @memberof GroundPrimitive.prototype
* @type {Promise.<GroundPrimitive>}
* @readonly
*/
readyPromise: {
get: function () {
return this._readyPromise.promise;
},
},
});
/**
* Determines if GroundPrimitive rendering is supported.
*
* @function
* @param {Scene} scene The scene.
* @returns {Boolean} <code>true</code> if GroundPrimitives are supported; otherwise, returns <code>false</code>
*/
GroundPrimitive.isSupported = ClassificationPrimitive.isSupported;
function getComputeMaximumHeightFunction(primitive) {
return function (granularity, ellipsoid) {
var r = ellipsoid.maximumRadius;
var delta = r / Math.cos(granularity * 0.5) - r;
return primitive._maxHeight + delta;
};
}
function getComputeMinimumHeightFunction(primitive) {
return function (granularity, ellipsoid) {
return primitive._minHeight;
};
}
var scratchBVCartesianHigh = new Cartesian3();
var scratchBVCartesianLow = new Cartesian3();
var scratchBVCartesian = new Cartesian3();
var scratchBVCartographic = new Cartographic();
var scratchBVRectangle = new Rectangle();
function getRectangle(frameState, geometry) {
var ellipsoid = frameState.mapProjection.ellipsoid;
if (
!defined(geometry.attributes) ||
!defined(geometry.attributes.position3DHigh)
) {
if (defined(geometry.rectangle)) {
return geometry.rectangle;
}
return undefined;
}
var highPositions = geometry.attributes.position3DHigh.values;
var lowPositions = geometry.attributes.position3DLow.values;
var length = highPositions.length;
var minLat = Number.POSITIVE_INFINITY;
var minLon = Number.POSITIVE_INFINITY;
var maxLat = Number.NEGATIVE_INFINITY;
var maxLon = Number.NEGATIVE_INFINITY;
for (var i = 0; i < length; i += 3) {
var highPosition = Cartesian3.unpack(
highPositions,
i,
scratchBVCartesianHigh
);
var lowPosition = Cartesian3.unpack(lowPositions, i, scratchBVCartesianLow);
var position = Cartesian3.add(
highPosition,
lowPosition,
scratchBVCartesian
);
var cartographic = ellipsoid.cartesianToCartographic(
position,
scratchBVCartographic
);
var latitude = cartographic.latitude;
var longitude = cartographic.longitude;
minLat = Math.min(minLat, latitude);
minLon = Math.min(minLon, longitude);
maxLat = Math.max(maxLat, latitude);
maxLon = Math.max(maxLon, longitude);
}
var rectangle = scratchBVRectangle;
rectangle.north = maxLat;
rectangle.south = minLat;
rectangle.east = maxLon;
rectangle.west = minLon;
return rectangle;
}
function setMinMaxTerrainHeights(primitive, rectangle, ellipsoid) {
var result = ApproximateTerrainHeights.getMinimumMaximumHeights(
rectangle,
ellipsoid
);
primitive._minTerrainHeight = result.minimumTerrainHeight;
primitive._maxTerrainHeight = result.maximumTerrainHeight;
}
function createBoundingVolume(groundPrimitive, frameState, geometry) {
var ellipsoid = frameState.mapProjection.ellipsoid;
var rectangle = getRectangle(frameState, geometry);
var obb = OrientedBoundingBox.fromRectangle(
rectangle,
groundPrimitive._minHeight,
groundPrimitive._maxHeight,
ellipsoid
);
groundPrimitive._boundingVolumes.push(obb);
if (!frameState.scene3DOnly) {
var projection = frameState.mapProjection;
var boundingVolume = BoundingSphere.fromRectangleWithHeights2D(
rectangle,
projection,
groundPrimitive._maxHeight,
groundPrimitive._minHeight
);
Cartesian3.fromElements(
boundingVolume.center.z,
boundingVolume.center.x,
boundingVolume.center.y,
boundingVolume.center
);
groundPrimitive._boundingVolumes2D.push(boundingVolume);
}
}
function boundingVolumeIndex(commandIndex, length) {
return Math.floor((commandIndex % length) / 2);
}
function updateAndQueueRenderCommand(
groundPrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
) {
// Use derived appearance command for 2D if needed
var classificationPrimitive = groundPrimitive._primitive;
if (
frameState.mode !== SceneMode.SCENE3D &&
command.shaderProgram === classificationPrimitive._spColor &&
classificationPrimitive._needs2DShader
) {
command = command.derivedCommands.appearance2D;
}
command.owner = groundPrimitive;
command.modelMatrix = modelMatrix;
command.boundingVolume = boundingVolume;
command.cull = cull;
command.debugShowBoundingVolume = debugShowBoundingVolume;
frameState.commandList.push(command);
}
function updateAndQueuePickCommand(
groundPrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume
) {
// Use derived pick command for 2D if needed
var classificationPrimitive = groundPrimitive._primitive;
if (
frameState.mode !== SceneMode.SCENE3D &&
command.shaderProgram === classificationPrimitive._spPick &&
classificationPrimitive._needs2DShader
) {
command = command.derivedCommands.pick2D;
}
command.owner = groundPrimitive;
command.modelMatrix = modelMatrix;
command.boundingVolume = boundingVolume;
command.cull = cull;
frameState.commandList.push(command);
}
function updateAndQueueCommands(
groundPrimitive,
frameState,
colorCommands,
pickCommands,
modelMatrix,
cull,
debugShowBoundingVolume,
twoPasses
) {
var boundingVolumes;
if (frameState.mode === SceneMode.SCENE3D) {
boundingVolumes = groundPrimitive._boundingVolumes;
} else {
boundingVolumes = groundPrimitive._boundingVolumes2D;
}
var classificationType = groundPrimitive.classificationType;
var queueTerrainCommands =
classificationType !== ClassificationType.CESIUM_3D_TILE;
var queue3DTilesCommands = classificationType !== ClassificationType.TERRAIN;
var passes = frameState.passes;
var classificationPrimitive = groundPrimitive._primitive;
var i;
var boundingVolume;
var command;
if (passes.render) {
var colorLength = colorCommands.length;
for (i = 0; i < colorLength; ++i) {
boundingVolume = boundingVolumes[boundingVolumeIndex(i, colorLength)];
if (queueTerrainCommands) {
command = colorCommands[i];
updateAndQueueRenderCommand(
groundPrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
);
}
if (queue3DTilesCommands) {
command = colorCommands[i].derivedCommands.tileset;
updateAndQueueRenderCommand(
groundPrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
);
}
}
if (frameState.invertClassification) {
var ignoreShowCommands = classificationPrimitive._commandsIgnoreShow;
var ignoreShowCommandsLength = ignoreShowCommands.length;
for (i = 0; i < ignoreShowCommandsLength; ++i) {
boundingVolume = boundingVolumes[i];
command = ignoreShowCommands[i];
updateAndQueueRenderCommand(
groundPrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
);
}
}
}
if (passes.pick) {
var pickLength = pickCommands.length;
var pickOffsets;
if (!groundPrimitive._useFragmentCulling) {
// Must be using pick offsets
pickOffsets = classificationPrimitive._primitive._pickOffsets;
}
for (i = 0; i < pickLength; ++i) {
boundingVolume = boundingVolumes[boundingVolumeIndex(i, pickLength)];
if (!groundPrimitive._useFragmentCulling) {
var pickOffset = pickOffsets[boundingVolumeIndex(i, pickLength)];
boundingVolume = boundingVolumes[pickOffset.index];
}
if (queueTerrainCommands) {
command = pickCommands[i];
updateAndQueuePickCommand(
groundPrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume
);
}
if (queue3DTilesCommands) {
command = pickCommands[i].derivedCommands.tileset;
updateAndQueuePickCommand(
groundPrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume
);
}
}
}
}
/**
* Initializes the minimum and maximum terrain heights. This only needs to be called if you are creating the
* GroundPrimitive synchronously.
*
* @returns {Promise<void>} A promise that will resolve once the terrain heights have been loaded.
*
*/
GroundPrimitive.initializeTerrainHeights = function () {
return ApproximateTerrainHeights.initialize();
};
/**
* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
* get the draw commands needed to render this primitive.
* <p>
* Do not call this function directly. This is documented just to
* list the exceptions that may be propagated when the scene is rendered:
* </p>
*
* @exception {DeveloperError} For synchronous GroundPrimitive, you must call GroundPrimitive.initializeTerrainHeights() and wait for the returned promise to resolve.
* @exception {DeveloperError} All instance geometries must have the same primitiveType.
* @exception {DeveloperError} Appearance and material have a uniform with the same name.
*/
GroundPrimitive.prototype.update = function (frameState) {
if (!defined(this._primitive) && !defined(this.geometryInstances)) {
return;
}
if (!ApproximateTerrainHeights.initialized) {
//>>includeStart('debug', pragmas.debug);
if (!this.asynchronous) {
throw new DeveloperError(
"For synchronous GroundPrimitives, you must call GroundPrimitive.initializeTerrainHeights() and wait for the returned promise to resolve."
);
}
//>>includeEnd('debug');
GroundPrimitive.initializeTerrainHeights();
return;
}
var that = this;
var primitiveOptions = this._classificationPrimitiveOptions;
if (!defined(this._primitive)) {
var ellipsoid = frameState.mapProjection.ellipsoid;
var instance;
var geometry;
var instanceType;
var instances = Array.isArray(this.geometryInstances)
? this.geometryInstances
: [this.geometryInstances];
var length = instances.length;
var groundInstances = new Array(length);
var i;
var rectangle;
for (i = 0; i < length; ++i) {
instance = instances[i];
geometry = instance.geometry;
var instanceRectangle = getRectangle(frameState, geometry);
if (!defined(rectangle)) {
rectangle = Rectangle.clone(instanceRectangle);
} else if (defined(instanceRectangle)) {
Rectangle.union(rectangle, instanceRectangle, rectangle);
}
var id = instance.id;
if (defined(id) && defined(instanceRectangle)) {
var boundingSphere = ApproximateTerrainHeights.getBoundingSphere(
instanceRectangle,
ellipsoid
);
this._boundingSpheresKeys.push(id);
this._boundingSpheres.push(boundingSphere);
}
instanceType = geometry.constructor;
if (!defined(instanceType) || !defined(instanceType.createShadowVolume)) {
//>>includeStart('debug', pragmas.debug);
throw new DeveloperError(
"Not all of the geometry instances have GroundPrimitive support."
);
//>>includeEnd('debug');
}
}
// Now compute the min/max heights for the primitive
setMinMaxTerrainHeights(this, rectangle, ellipsoid);
var exaggeration = frameState.terrainExaggeration;
this._minHeight = this._minTerrainHeight * exaggeration;
this._maxHeight = this._maxTerrainHeight * exaggeration;
var useFragmentCulling = GroundPrimitive._supportsMaterials(
frameState.context
);
this._useFragmentCulling = useFragmentCulling;
if (useFragmentCulling) {
// Determine whether to add spherical or planar extent attributes for computing texture coordinates.
// This depends on the size of the GeometryInstances.
var attributes;
var usePlanarExtents = true;
for (i = 0; i < length; ++i) {
instance = instances[i];
geometry = instance.geometry;
rectangle = getRectangle(frameState, geometry);
if (ShadowVolumeAppearance.shouldUseSphericalCoordinates(rectangle)) {
usePlanarExtents = false;
break;
}
}
for (i = 0; i < length; ++i) {
instance = instances[i];
geometry = instance.geometry;
instanceType = geometry.constructor;
var boundingRectangle = getRectangle(frameState, geometry);
var textureCoordinateRotationPoints =
geometry.textureCoordinateRotationPoints;
if (usePlanarExtents) {
attributes = ShadowVolumeAppearance.getPlanarTextureCoordinateAttributes(
boundingRectangle,
textureCoordinateRotationPoints,
ellipsoid,
frameState.mapProjection,
this._maxHeight
);
} else {
attributes = ShadowVolumeAppearance.getSphericalExtentGeometryInstanceAttributes(
boundingRectangle,
textureCoordinateRotationPoints,
ellipsoid,
frameState.mapProjection
);
}
var instanceAttributes = instance.attributes;
for (var attributeKey in instanceAttributes) {
if (instanceAttributes.hasOwnProperty(attributeKey)) {
attributes[attributeKey] = instanceAttributes[attributeKey];
}
}
groundInstances[i] = new GeometryInstance({
geometry: instanceType.createShadowVolume(
geometry,
getComputeMinimumHeightFunction(this),
getComputeMaximumHeightFunction(this)
),
attributes: attributes,
id: instance.id,
});
}
} else {
// ClassificationPrimitive will check if the colors are all the same if it detects lack of fragment culling attributes
for (i = 0; i < length; ++i) {
instance = instances[i];
geometry = instance.geometry;
instanceType = geometry.constructor;
groundInstances[i] = new GeometryInstance({
geometry: instanceType.createShadowVolume(
geometry,
getComputeMinimumHeightFunction(this),
getComputeMaximumHeightFunction(this)
),
attributes: instance.attributes,
id: instance.id,
});
}
}
primitiveOptions.geometryInstances = groundInstances;
primitiveOptions.appearance = this.appearance;
primitiveOptions._createBoundingVolumeFunction = function (
frameState,
geometry
) {
createBoundingVolume(that, frameState, geometry);
};
primitiveOptions._updateAndQueueCommandsFunction = function (
primitive,
frameState,
colorCommands,
pickCommands,
modelMatrix,
cull,
debugShowBoundingVolume,
twoPasses
) {
updateAndQueueCommands(
that,
frameState,
colorCommands,
pickCommands,
modelMatrix,
cull,
debugShowBoundingVolume,
twoPasses
);
};
this._primitive = new ClassificationPrimitive(primitiveOptions);
this._primitive.readyPromise.then(function (primitive) {
that._ready = true;
if (that.releaseGeometryInstances) {
that.geometryInstances = undefined;
}
var error = primitive._error;
if (!defined(error)) {
that._readyPromise.resolve(that);
} else {
that._readyPromise.reject(error);
}
});
}
this._primitive.appearance = this.appearance;
this._primitive.show = this.show;
this._primitive.debugShowShadowVolume = this.debugShowShadowVolume;
this._primitive.debugShowBoundingVolume = this.debugShowBoundingVolume;
this._primitive.update(frameState);
};
/**
* @private
*/
GroundPrimitive.prototype.getBoundingSphere = function (id) {
var index = this._boundingSpheresKeys.indexOf(id);
if (index !== -1) {
return this._boundingSpheres[index];
}
return undefined;
};
/**
* Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
*
* @param {*} id The id of the {@link GeometryInstance}.
* @returns {Object} The typed array in the attribute's format or undefined if the is no instance with id.
*
* @exception {DeveloperError} must call update before calling getGeometryInstanceAttributes.
*
* @example
* var attributes = primitive.getGeometryInstanceAttributes('an id');
* attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
* attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true);
*/
GroundPrimitive.prototype.getGeometryInstanceAttributes = function (id) {
//>>includeStart('debug', pragmas.debug);
if (!defined(this._primitive)) {
throw new DeveloperError(
"must call update before calling getGeometryInstanceAttributes"
);
}
//>>includeEnd('debug');
return this._primitive.getGeometryInstanceAttributes(id);
};
/**
* Returns true if this object was destroyed; otherwise, false.
* <p>
* If this object was destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
* </p>
*
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
*
* @see GroundPrimitive#destroy
*/
GroundPrimitive.prototype.isDestroyed = function () {
return false;
};
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
* <p>
* Once an object is destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (<code>undefined</code>) to the object as done in the example.
* </p>
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* e = e && e.destroy();
*
* @see GroundPrimitive#isDestroyed
*/
GroundPrimitive.prototype.destroy = function () {
this._primitive = this._primitive && this._primitive.destroy();
return destroyObject(this);
};
/**
* Exposed for testing.
*
* @param {Context} context Rendering context
* @returns {Boolean} Whether or not the current context supports materials on GroundPrimitives.
* @private
*/
GroundPrimitive._supportsMaterials = function (context) {
return context.depthTexture;
};
/**
* Checks if the given Scene supports materials on GroundPrimitives.
* Materials on GroundPrimitives require support for the WEBGL_depth_texture extension.
*
* @param {Scene} scene The current scene.
* @returns {Boolean} Whether or not the current scene supports materials on GroundPrimitives.
*/
GroundPrimitive.supportsMaterials = function (scene) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("scene", scene);
//>>includeEnd('debug');
return GroundPrimitive._supportsMaterials(scene.frameState.context);
};
export default GroundPrimitive;