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JavaScript

import BoundingSphere from "../Core/BoundingSphere.js";
import Cartesian2 from "../Core/Cartesian2.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartesian4 from "../Core/Cartesian4.js";
import Cartographic from "../Core/Cartographic.js";
import Color from "../Core/Color.js";
import combine from "../Core/combine.js";
import ComponentDatatype from "../Core/ComponentDatatype.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 EncodedCartesian3 from "../Core/EncodedCartesian3.js";
import FeatureDetection from "../Core/FeatureDetection.js";
import IndexDatatype from "../Core/IndexDatatype.js";
import Intersect from "../Core/Intersect.js";
import CesiumMath from "../Core/Math.js";
import Matrix4 from "../Core/Matrix4.js";
import Plane from "../Core/Plane.js";
import RuntimeError from "../Core/RuntimeError.js";
import Buffer from "../Renderer/Buffer.js";
import BufferUsage from "../Renderer/BufferUsage.js";
import ContextLimits from "../Renderer/ContextLimits.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import Pass from "../Renderer/Pass.js";
import RenderState from "../Renderer/RenderState.js";
import ShaderProgram from "../Renderer/ShaderProgram.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import Texture from "../Renderer/Texture.js";
import VertexArray from "../Renderer/VertexArray.js";
import PolylineCommon from "../Shaders/PolylineCommon.js";
import PolylineFS from "../Shaders/PolylineFS.js";
import PolylineVS from "../Shaders/PolylineVS.js";
import BatchTable from "./BatchTable.js";
import BlendingState from "./BlendingState.js";
import Material from "./Material.js";
import Polyline from "./Polyline.js";
import SceneMode from "./SceneMode.js";
var SHOW_INDEX = Polyline.SHOW_INDEX;
var WIDTH_INDEX = Polyline.WIDTH_INDEX;
var POSITION_INDEX = Polyline.POSITION_INDEX;
var MATERIAL_INDEX = Polyline.MATERIAL_INDEX;
//POSITION_SIZE_INDEX is needed for when the polyline's position array changes size.
//When it does, we need to recreate the indicesBuffer.
var POSITION_SIZE_INDEX = Polyline.POSITION_SIZE_INDEX;
var DISTANCE_DISPLAY_CONDITION = Polyline.DISTANCE_DISPLAY_CONDITION;
var NUMBER_OF_PROPERTIES = Polyline.NUMBER_OF_PROPERTIES;
var attributeLocations = {
texCoordExpandAndBatchIndex: 0,
position3DHigh: 1,
position3DLow: 2,
position2DHigh: 3,
position2DLow: 4,
prevPosition3DHigh: 5,
prevPosition3DLow: 6,
prevPosition2DHigh: 7,
prevPosition2DLow: 8,
nextPosition3DHigh: 9,
nextPosition3DLow: 10,
nextPosition2DHigh: 11,
nextPosition2DLow: 12,
};
/**
* A renderable collection of polylines.
* <br /><br />
* <div align="center">
* <img src="Images/Polyline.png" width="400" height="300" /><br />
* Example polylines
* </div>
* <br /><br />
* Polylines are added and removed from the collection using {@link PolylineCollection#add}
* and {@link PolylineCollection#remove}.
*
* @alias PolylineCollection
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms each polyline from model to world coordinates.
* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
* @param {Boolean} [options.show=true] Determines if the polylines in the collection will be shown.
*
* @performance For best performance, prefer a few collections, each with many polylines, to
* many collections with only a few polylines each. Organize collections so that polylines
* with the same update frequency are in the same collection, i.e., polylines that do not
* change should be in one collection; polylines that change every frame should be in another
* collection; and so on.
*
* @see PolylineCollection#add
* @see PolylineCollection#remove
* @see Polyline
* @see LabelCollection
*
* @example
* // Create a polyline collection with two polylines
* var polylines = new Cesium.PolylineCollection();
* polylines.add({
* positions : Cesium.Cartesian3.fromDegreesArray([
* -75.10, 39.57,
* -77.02, 38.53,
* -80.50, 35.14,
* -80.12, 25.46]),
* width : 2
* });
*
* polylines.add({
* positions : Cesium.Cartesian3.fromDegreesArray([
* -73.10, 37.57,
* -75.02, 36.53,
* -78.50, 33.14,
* -78.12, 23.46]),
* width : 4
* });
*/
function PolylineCollection(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
/**
* Determines if polylines in this collection will be shown.
*
* @type {Boolean}
* @default true
*/
this.show = defaultValue(options.show, true);
/**
* The 4x4 transformation matrix that transforms each polyline in this collection from model to world coordinates.
* When this is the identity matrix, the polylines are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
* Local reference frames can be used by providing a different transformation matrix, like that returned
* by {@link Transforms.eastNorthUpToFixedFrame}.
*
* @type {Matrix4}
* @default {@link Matrix4.IDENTITY}
*/
this.modelMatrix = Matrix4.clone(
defaultValue(options.modelMatrix, Matrix4.IDENTITY)
);
this._modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
/**
* 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._opaqueRS = undefined;
this._translucentRS = undefined;
this._colorCommands = [];
this._polylinesUpdated = false;
this._polylinesRemoved = false;
this._createVertexArray = false;
this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);
this._polylines = [];
this._polylineBuckets = {};
// The buffer usage is determined based on the usage of the attribute over time.
this._positionBufferUsage = {
bufferUsage: BufferUsage.STATIC_DRAW,
frameCount: 0,
};
this._mode = undefined;
this._polylinesToUpdate = [];
this._vertexArrays = [];
this._positionBuffer = undefined;
this._texCoordExpandAndBatchIndexBuffer = undefined;
this._batchTable = undefined;
this._createBatchTable = false;
// Only used by Vector3DTilePoints
this._useHighlightColor = false;
this._highlightColor = Color.clone(Color.WHITE);
var that = this;
this._uniformMap = {
u_highlightColor: function () {
return that._highlightColor;
},
};
}
Object.defineProperties(PolylineCollection.prototype, {
/**
* Returns the number of polylines in this collection. This is commonly used with
* {@link PolylineCollection#get} to iterate over all the polylines
* in the collection.
* @memberof PolylineCollection.prototype
* @type {Number}
*/
length: {
get: function () {
removePolylines(this);
return this._polylines.length;
},
},
});
/**
* Creates and adds a polyline with the specified initial properties to the collection.
* The added polyline is returned so it can be modified or removed from the collection later.
*
* @param {Object}[options] A template describing the polyline's properties as shown in Example 1.
* @returns {Polyline} The polyline that was added to the collection.
*
* @performance After calling <code>add</code>, {@link PolylineCollection#update} is called and
* the collection's vertex buffer is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead.
* For best performance, add as many polylines as possible before calling <code>update</code>.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Example 1: Add a polyline, specifying all the default values.
* var p = polylines.add({
* show : true,
* positions : ellipsoid.cartographicArrayToCartesianArray([
Cesium.Cartographic.fromDegrees(-75.10, 39.57),
Cesium.Cartographic.fromDegrees(-77.02, 38.53)]),
* width : 1
* });
*
* @see PolylineCollection#remove
* @see PolylineCollection#removeAll
* @see PolylineCollection#update
*/
PolylineCollection.prototype.add = function (options) {
var p = new Polyline(options, this);
p._index = this._polylines.length;
this._polylines.push(p);
this._createVertexArray = true;
this._createBatchTable = true;
return p;
};
/**
* Removes a polyline from the collection.
*
* @param {Polyline} polyline The polyline to remove.
* @returns {Boolean} <code>true</code> if the polyline was removed; <code>false</code> if the polyline was not found in the collection.
*
* @performance After calling <code>remove</code>, {@link PolylineCollection#update} is called and
* the collection's vertex buffer is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead.
* For best performance, remove as many polylines as possible before calling <code>update</code>.
* If you intend to temporarily hide a polyline, it is usually more efficient to call
* {@link Polyline#show} instead of removing and re-adding the polyline.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* var p = polylines.add(...);
* polylines.remove(p); // Returns true
*
* @see PolylineCollection#add
* @see PolylineCollection#removeAll
* @see PolylineCollection#update
* @see Polyline#show
*/
PolylineCollection.prototype.remove = function (polyline) {
if (this.contains(polyline)) {
this._polylinesRemoved = true;
this._createVertexArray = true;
this._createBatchTable = true;
if (defined(polyline._bucket)) {
var bucket = polyline._bucket;
bucket.shaderProgram =
bucket.shaderProgram && bucket.shaderProgram.destroy();
}
polyline._destroy();
return true;
}
return false;
};
/**
* Removes all polylines from the collection.
*
* @performance <code>O(n)</code>. It is more efficient to remove all the polylines
* from a collection and then add new ones than to create a new collection entirely.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* polylines.add(...);
* polylines.add(...);
* polylines.removeAll();
*
* @see PolylineCollection#add
* @see PolylineCollection#remove
* @see PolylineCollection#update
*/
PolylineCollection.prototype.removeAll = function () {
releaseShaders(this);
destroyPolylines(this);
this._polylineBuckets = {};
this._polylinesRemoved = false;
this._polylines.length = 0;
this._polylinesToUpdate.length = 0;
this._createVertexArray = true;
};
/**
* Determines if this collection contains the specified polyline.
*
* @param {Polyline} polyline The polyline to check for.
* @returns {Boolean} true if this collection contains the polyline, false otherwise.
*
* @see PolylineCollection#get
*/
PolylineCollection.prototype.contains = function (polyline) {
return defined(polyline) && polyline._polylineCollection === this;
};
/**
* Returns the polyline in the collection at the specified index. Indices are zero-based
* and increase as polylines are added. Removing a polyline shifts all polylines after
* it to the left, changing their indices. This function is commonly used with
* {@link PolylineCollection#length} to iterate over all the polylines
* in the collection.
*
* @param {Number} index The zero-based index of the polyline.
* @returns {Polyline} The polyline at the specified index.
*
* @performance If polylines were removed from the collection and
* {@link PolylineCollection#update} was not called, an implicit <code>O(n)</code>
* operation is performed.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* // Toggle the show property of every polyline in the collection
* var len = polylines.length;
* for (var i = 0; i < len; ++i) {
* var p = polylines.get(i);
* p.show = !p.show;
* }
*
* @see PolylineCollection#length
*/
PolylineCollection.prototype.get = function (index) {
//>>includeStart('debug', pragmas.debug);
if (!defined(index)) {
throw new DeveloperError("index is required.");
}
//>>includeEnd('debug');
removePolylines(this);
return this._polylines[index];
};
function createBatchTable(collection, context) {
if (defined(collection._batchTable)) {
collection._batchTable.destroy();
}
var attributes = [
{
functionName: "batchTable_getWidthAndShow",
componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute: 2,
},
{
functionName: "batchTable_getPickColor",
componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute: 4,
normalize: true,
},
{
functionName: "batchTable_getCenterHigh",
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
},
{
functionName: "batchTable_getCenterLowAndRadius",
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 4,
},
{
functionName: "batchTable_getDistanceDisplayCondition",
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 2,
},
];
collection._batchTable = new BatchTable(
context,
attributes,
collection._polylines.length
);
}
var scratchUpdatePolylineEncodedCartesian = new EncodedCartesian3();
var scratchUpdatePolylineCartesian4 = new Cartesian4();
var scratchNearFarCartesian2 = new Cartesian2();
/**
* 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 {RuntimeError} Vertex texture fetch support is required to render primitives with per-instance attributes. The maximum number of vertex texture image units must be greater than zero.
*/
PolylineCollection.prototype.update = function (frameState) {
removePolylines(this);
if (this._polylines.length === 0 || !this.show) {
return;
}
updateMode(this, frameState);
var context = frameState.context;
var projection = frameState.mapProjection;
var polyline;
var properties = this._propertiesChanged;
if (this._createBatchTable) {
if (ContextLimits.maximumVertexTextureImageUnits === 0) {
throw new RuntimeError(
"Vertex texture fetch support is required to render polylines. The maximum number of vertex texture image units must be greater than zero."
);
}
createBatchTable(this, context);
this._createBatchTable = false;
}
if (this._createVertexArray || computeNewBuffersUsage(this)) {
createVertexArrays(this, context, projection);
} else if (this._polylinesUpdated) {
// Polylines were modified, but no polylines were added or removed.
var polylinesToUpdate = this._polylinesToUpdate;
if (this._mode !== SceneMode.SCENE3D) {
var updateLength = polylinesToUpdate.length;
for (var i = 0; i < updateLength; ++i) {
polyline = polylinesToUpdate[i];
polyline.update();
}
}
// if a polyline's positions size changes, we need to recreate the vertex arrays and vertex buffers because the indices will be different.
// if a polyline's material changes, we need to recreate the VAOs and VBOs because they will be batched differently.
if (properties[POSITION_SIZE_INDEX] || properties[MATERIAL_INDEX]) {
createVertexArrays(this, context, projection);
} else {
var length = polylinesToUpdate.length;
var polylineBuckets = this._polylineBuckets;
for (var ii = 0; ii < length; ++ii) {
polyline = polylinesToUpdate[ii];
properties = polyline._propertiesChanged;
var bucket = polyline._bucket;
var index = 0;
for (var x in polylineBuckets) {
if (polylineBuckets.hasOwnProperty(x)) {
if (polylineBuckets[x] === bucket) {
if (properties[POSITION_INDEX]) {
bucket.writeUpdate(
index,
polyline,
this._positionBuffer,
projection
);
}
break;
}
index += polylineBuckets[x].lengthOfPositions;
}
}
if (properties[SHOW_INDEX] || properties[WIDTH_INDEX]) {
this._batchTable.setBatchedAttribute(
polyline._index,
0,
new Cartesian2(polyline._width, polyline._show)
);
}
if (this._batchTable.attributes.length > 2) {
if (properties[POSITION_INDEX] || properties[POSITION_SIZE_INDEX]) {
var boundingSphere =
frameState.mode === SceneMode.SCENE2D
? polyline._boundingVolume2D
: polyline._boundingVolumeWC;
var encodedCenter = EncodedCartesian3.fromCartesian(
boundingSphere.center,
scratchUpdatePolylineEncodedCartesian
);
var low = Cartesian4.fromElements(
encodedCenter.low.x,
encodedCenter.low.y,
encodedCenter.low.z,
boundingSphere.radius,
scratchUpdatePolylineCartesian4
);
this._batchTable.setBatchedAttribute(
polyline._index,
2,
encodedCenter.high
);
this._batchTable.setBatchedAttribute(polyline._index, 3, low);
}
if (properties[DISTANCE_DISPLAY_CONDITION]) {
var nearFarCartesian = scratchNearFarCartesian2;
nearFarCartesian.x = 0.0;
nearFarCartesian.y = Number.MAX_VALUE;
var distanceDisplayCondition = polyline.distanceDisplayCondition;
if (defined(distanceDisplayCondition)) {
nearFarCartesian.x = distanceDisplayCondition.near;
nearFarCartesian.y = distanceDisplayCondition.far;
}
this._batchTable.setBatchedAttribute(
polyline._index,
4,
nearFarCartesian
);
}
}
polyline._clean();
}
}
polylinesToUpdate.length = 0;
this._polylinesUpdated = false;
}
properties = this._propertiesChanged;
for (var k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
properties[k] = 0;
}
var modelMatrix = Matrix4.IDENTITY;
if (frameState.mode === SceneMode.SCENE3D) {
modelMatrix = this.modelMatrix;
}
var pass = frameState.passes;
var useDepthTest = frameState.morphTime !== 0.0;
if (
!defined(this._opaqueRS) ||
this._opaqueRS.depthTest.enabled !== useDepthTest
) {
this._opaqueRS = RenderState.fromCache({
depthMask: useDepthTest,
depthTest: {
enabled: useDepthTest,
},
});
}
if (
!defined(this._translucentRS) ||
this._translucentRS.depthTest.enabled !== useDepthTest
) {
this._translucentRS = RenderState.fromCache({
blending: BlendingState.ALPHA_BLEND,
depthMask: !useDepthTest,
depthTest: {
enabled: useDepthTest,
},
});
}
this._batchTable.update(frameState);
if (pass.render || pass.pick) {
var colorList = this._colorCommands;
createCommandLists(this, frameState, colorList, modelMatrix);
}
};
var boundingSphereScratch = new BoundingSphere();
var boundingSphereScratch2 = new BoundingSphere();
function createCommandLists(
polylineCollection,
frameState,
commands,
modelMatrix
) {
var context = frameState.context;
var commandList = frameState.commandList;
var commandsLength = commands.length;
var commandIndex = 0;
var cloneBoundingSphere = true;
var vertexArrays = polylineCollection._vertexArrays;
var debugShowBoundingVolume = polylineCollection.debugShowBoundingVolume;
var batchTable = polylineCollection._batchTable;
var uniformCallback = batchTable.getUniformMapCallback();
var length = vertexArrays.length;
for (var m = 0; m < length; ++m) {
var va = vertexArrays[m];
var buckets = va.buckets;
var bucketLength = buckets.length;
for (var n = 0; n < bucketLength; ++n) {
var bucketLocator = buckets[n];
var offset = bucketLocator.offset;
var sp = bucketLocator.bucket.shaderProgram;
var polylines = bucketLocator.bucket.polylines;
var polylineLength = polylines.length;
var currentId;
var currentMaterial;
var count = 0;
var command;
var uniformMap;
for (var s = 0; s < polylineLength; ++s) {
var polyline = polylines[s];
var mId = createMaterialId(polyline._material);
if (mId !== currentId) {
if (defined(currentId) && count > 0) {
var translucent = currentMaterial.isTranslucent();
if (commandIndex >= commandsLength) {
command = new DrawCommand({
owner: polylineCollection,
});
commands.push(command);
} else {
command = commands[commandIndex];
}
++commandIndex;
uniformMap = combine(
uniformCallback(currentMaterial._uniforms),
polylineCollection._uniformMap
);
command.boundingVolume = BoundingSphere.clone(
boundingSphereScratch,
command.boundingVolume
);
command.modelMatrix = modelMatrix;
command.shaderProgram = sp;
command.vertexArray = va.va;
command.renderState = translucent
? polylineCollection._translucentRS
: polylineCollection._opaqueRS;
command.pass = translucent ? Pass.TRANSLUCENT : Pass.OPAQUE;
command.debugShowBoundingVolume = debugShowBoundingVolume;
command.pickId = "v_pickColor";
command.uniformMap = uniformMap;
command.count = count;
command.offset = offset;
offset += count;
count = 0;
cloneBoundingSphere = true;
commandList.push(command);
}
currentMaterial = polyline._material;
currentMaterial.update(context);
currentId = mId;
}
var locators = polyline._locatorBuckets;
var locatorLength = locators.length;
for (var t = 0; t < locatorLength; ++t) {
var locator = locators[t];
if (locator.locator === bucketLocator) {
count += locator.count;
}
}
var boundingVolume;
if (frameState.mode === SceneMode.SCENE3D) {
boundingVolume = polyline._boundingVolumeWC;
} else if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
boundingVolume = polyline._boundingVolume2D;
} else if (frameState.mode === SceneMode.SCENE2D) {
if (defined(polyline._boundingVolume2D)) {
boundingVolume = BoundingSphere.clone(
polyline._boundingVolume2D,
boundingSphereScratch2
);
boundingVolume.center.x = 0.0;
}
} else if (
defined(polyline._boundingVolumeWC) &&
defined(polyline._boundingVolume2D)
) {
boundingVolume = BoundingSphere.union(
polyline._boundingVolumeWC,
polyline._boundingVolume2D,
boundingSphereScratch2
);
}
if (cloneBoundingSphere) {
cloneBoundingSphere = false;
BoundingSphere.clone(boundingVolume, boundingSphereScratch);
} else {
BoundingSphere.union(
boundingVolume,
boundingSphereScratch,
boundingSphereScratch
);
}
}
if (defined(currentId) && count > 0) {
if (commandIndex >= commandsLength) {
command = new DrawCommand({
owner: polylineCollection,
});
commands.push(command);
} else {
command = commands[commandIndex];
}
++commandIndex;
uniformMap = combine(
uniformCallback(currentMaterial._uniforms),
polylineCollection._uniformMap
);
command.boundingVolume = BoundingSphere.clone(
boundingSphereScratch,
command.boundingVolume
);
command.modelMatrix = modelMatrix;
command.shaderProgram = sp;
command.vertexArray = va.va;
command.renderState = currentMaterial.isTranslucent()
? polylineCollection._translucentRS
: polylineCollection._opaqueRS;
command.pass = currentMaterial.isTranslucent()
? Pass.TRANSLUCENT
: Pass.OPAQUE;
command.debugShowBoundingVolume = debugShowBoundingVolume;
command.pickId = "v_pickColor";
command.uniformMap = uniformMap;
command.count = count;
command.offset = offset;
cloneBoundingSphere = true;
commandList.push(command);
}
currentId = undefined;
}
}
commands.length = commandIndex;
}
/**
* Returns true if this object was destroyed; otherwise, false.
* <br /><br />
* 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.
*
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
*
* @see PolylineCollection#destroy
*/
PolylineCollection.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.
* <br /><br />
* 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.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* polylines = polylines && polylines.destroy();
*
* @see PolylineCollection#isDestroyed
*/
PolylineCollection.prototype.destroy = function () {
destroyVertexArrays(this);
releaseShaders(this);
destroyPolylines(this);
this._batchTable = this._batchTable && this._batchTable.destroy();
return destroyObject(this);
};
function computeNewBuffersUsage(collection) {
var usageChanged = false;
var properties = collection._propertiesChanged;
var bufferUsage = collection._positionBufferUsage;
if (properties[POSITION_INDEX]) {
if (bufferUsage.bufferUsage !== BufferUsage.STREAM_DRAW) {
usageChanged = true;
bufferUsage.bufferUsage = BufferUsage.STREAM_DRAW;
bufferUsage.frameCount = 100;
} else {
bufferUsage.frameCount = 100;
}
} else if (bufferUsage.bufferUsage !== BufferUsage.STATIC_DRAW) {
if (bufferUsage.frameCount === 0) {
usageChanged = true;
bufferUsage.bufferUsage = BufferUsage.STATIC_DRAW;
} else {
bufferUsage.frameCount--;
}
}
return usageChanged;
}
var emptyVertexBuffer = [0.0, 0.0, 0.0];
function createVertexArrays(collection, context, projection) {
collection._createVertexArray = false;
releaseShaders(collection);
destroyVertexArrays(collection);
sortPolylinesIntoBuckets(collection);
//stores all of the individual indices arrays.
var totalIndices = [[]];
var indices = totalIndices[0];
var batchTable = collection._batchTable;
var useHighlightColor = collection._useHighlightColor;
//used to determine the vertexBuffer offset if the indicesArray goes over 64k.
//if it's the same polyline while it goes over 64k, the offset needs to backtrack componentsPerAttribute * componentDatatype bytes
//so that the polyline looks contiguous.
//if the polyline ends at the 64k mark, then the offset is just 64k * componentsPerAttribute * componentDatatype
var vertexBufferOffset = [0];
var offset = 0;
var vertexArrayBuckets = [[]];
var totalLength = 0;
var polylineBuckets = collection._polylineBuckets;
var x;
var bucket;
for (x in polylineBuckets) {
if (polylineBuckets.hasOwnProperty(x)) {
bucket = polylineBuckets[x];
bucket.updateShader(context, batchTable, useHighlightColor);
totalLength += bucket.lengthOfPositions;
}
}
if (totalLength > 0) {
var mode = collection._mode;
var positionArray = new Float32Array(6 * totalLength * 3);
var texCoordExpandAndBatchIndexArray = new Float32Array(totalLength * 4);
var position3DArray;
var positionIndex = 0;
var colorIndex = 0;
var texCoordExpandAndBatchIndexIndex = 0;
for (x in polylineBuckets) {
if (polylineBuckets.hasOwnProperty(x)) {
bucket = polylineBuckets[x];
bucket.write(
positionArray,
texCoordExpandAndBatchIndexArray,
positionIndex,
colorIndex,
texCoordExpandAndBatchIndexIndex,
batchTable,
context,
projection
);
if (mode === SceneMode.MORPHING) {
if (!defined(position3DArray)) {
position3DArray = new Float32Array(6 * totalLength * 3);
}
bucket.writeForMorph(position3DArray, positionIndex);
}
var bucketLength = bucket.lengthOfPositions;
positionIndex += 6 * bucketLength * 3;
colorIndex += bucketLength * 4;
texCoordExpandAndBatchIndexIndex += bucketLength * 4;
offset = bucket.updateIndices(
totalIndices,
vertexBufferOffset,
vertexArrayBuckets,
offset
);
}
}
var positionBufferUsage = collection._positionBufferUsage.bufferUsage;
var texCoordExpandAndBatchIndexBufferUsage = BufferUsage.STATIC_DRAW;
collection._positionBuffer = Buffer.createVertexBuffer({
context: context,
typedArray: positionArray,
usage: positionBufferUsage,
});
var position3DBuffer;
if (defined(position3DArray)) {
position3DBuffer = Buffer.createVertexBuffer({
context: context,
typedArray: position3DArray,
usage: positionBufferUsage,
});
}
collection._texCoordExpandAndBatchIndexBuffer = Buffer.createVertexBuffer({
context: context,
typedArray: texCoordExpandAndBatchIndexArray,
usage: texCoordExpandAndBatchIndexBufferUsage,
});
var positionSizeInBytes = 3 * Float32Array.BYTES_PER_ELEMENT;
var texCoordExpandAndBatchIndexSizeInBytes =
4 * Float32Array.BYTES_PER_ELEMENT;
var vbo = 0;
var numberOfIndicesArrays = totalIndices.length;
for (var k = 0; k < numberOfIndicesArrays; ++k) {
indices = totalIndices[k];
if (indices.length > 0) {
var indicesArray = new Uint16Array(indices);
var indexBuffer = Buffer.createIndexBuffer({
context: context,
typedArray: indicesArray,
usage: BufferUsage.STATIC_DRAW,
indexDatatype: IndexDatatype.UNSIGNED_SHORT,
});
vbo += vertexBufferOffset[k];
var positionHighOffset =
6 *
(k * (positionSizeInBytes * CesiumMath.SIXTY_FOUR_KILOBYTES) -
vbo * positionSizeInBytes); //componentsPerAttribute(3) * componentDatatype(4)
var positionLowOffset = positionSizeInBytes + positionHighOffset;
var prevPositionHighOffset = positionSizeInBytes + positionLowOffset;
var prevPositionLowOffset =
positionSizeInBytes + prevPositionHighOffset;
var nextPositionHighOffset =
positionSizeInBytes + prevPositionLowOffset;
var nextPositionLowOffset =
positionSizeInBytes + nextPositionHighOffset;
var vertexTexCoordExpandAndBatchIndexBufferOffset =
k *
(texCoordExpandAndBatchIndexSizeInBytes *
CesiumMath.SIXTY_FOUR_KILOBYTES) -
vbo * texCoordExpandAndBatchIndexSizeInBytes;
var attributes = [
{
index: attributeLocations.position3DHigh,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: positionHighOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.position3DLow,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: positionLowOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.position2DHigh,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: positionHighOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.position2DLow,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: positionLowOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.prevPosition3DHigh,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: prevPositionHighOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.prevPosition3DLow,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: prevPositionLowOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.prevPosition2DHigh,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: prevPositionHighOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.prevPosition2DLow,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: prevPositionLowOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.nextPosition3DHigh,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: nextPositionHighOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.nextPosition3DLow,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: nextPositionLowOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.nextPosition2DHigh,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: nextPositionHighOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.nextPosition2DLow,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
offsetInBytes: nextPositionLowOffset,
strideInBytes: 6 * positionSizeInBytes,
},
{
index: attributeLocations.texCoordExpandAndBatchIndex,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
vertexBuffer: collection._texCoordExpandAndBatchIndexBuffer,
offsetInBytes: vertexTexCoordExpandAndBatchIndexBufferOffset,
},
];
var buffer3D;
var bufferProperty3D;
var buffer2D;
var bufferProperty2D;
if (mode === SceneMode.SCENE3D) {
buffer3D = collection._positionBuffer;
bufferProperty3D = "vertexBuffer";
buffer2D = emptyVertexBuffer;
bufferProperty2D = "value";
} else if (
mode === SceneMode.SCENE2D ||
mode === SceneMode.COLUMBUS_VIEW
) {
buffer3D = emptyVertexBuffer;
bufferProperty3D = "value";
buffer2D = collection._positionBuffer;
bufferProperty2D = "vertexBuffer";
} else {
buffer3D = position3DBuffer;
bufferProperty3D = "vertexBuffer";
buffer2D = collection._positionBuffer;
bufferProperty2D = "vertexBuffer";
}
attributes[0][bufferProperty3D] = buffer3D;
attributes[1][bufferProperty3D] = buffer3D;
attributes[2][bufferProperty2D] = buffer2D;
attributes[3][bufferProperty2D] = buffer2D;
attributes[4][bufferProperty3D] = buffer3D;
attributes[5][bufferProperty3D] = buffer3D;
attributes[6][bufferProperty2D] = buffer2D;
attributes[7][bufferProperty2D] = buffer2D;
attributes[8][bufferProperty3D] = buffer3D;
attributes[9][bufferProperty3D] = buffer3D;
attributes[10][bufferProperty2D] = buffer2D;
attributes[11][bufferProperty2D] = buffer2D;
var va = new VertexArray({
context: context,
attributes: attributes,
indexBuffer: indexBuffer,
});
collection._vertexArrays.push({
va: va,
buckets: vertexArrayBuckets[k],
});
}
}
}
}
function replacer(key, value) {
if (value instanceof Texture) {
return value.id;
}
return value;
}
var scratchUniformArray = [];
function createMaterialId(material) {
var uniforms = Material._uniformList[material.type];
var length = uniforms.length;
scratchUniformArray.length = 2.0 * length;
var index = 0;
for (var i = 0; i < length; ++i) {
var uniform = uniforms[i];
scratchUniformArray[index] = uniform;
scratchUniformArray[index + 1] = material._uniforms[uniform]();
index += 2;
}
return material.type + ":" + JSON.stringify(scratchUniformArray, replacer);
}
function sortPolylinesIntoBuckets(collection) {
var mode = collection._mode;
var modelMatrix = collection._modelMatrix;
var polylineBuckets = (collection._polylineBuckets = {});
var polylines = collection._polylines;
var length = polylines.length;
for (var i = 0; i < length; ++i) {
var p = polylines[i];
if (p._actualPositions.length > 1) {
p.update();
var material = p.material;
var value = polylineBuckets[material.type];
if (!defined(value)) {
value = polylineBuckets[material.type] = new PolylineBucket(
material,
mode,
modelMatrix
);
}
value.addPolyline(p);
}
}
}
function updateMode(collection, frameState) {
var mode = frameState.mode;
if (
collection._mode !== mode ||
!Matrix4.equals(collection._modelMatrix, collection.modelMatrix)
) {
collection._mode = mode;
collection._modelMatrix = Matrix4.clone(collection.modelMatrix);
collection._createVertexArray = true;
}
}
function removePolylines(collection) {
if (collection._polylinesRemoved) {
collection._polylinesRemoved = false;
var definedPolylines = [];
var definedPolylinesToUpdate = [];
var polyIndex = 0;
var polyline;
var length = collection._polylines.length;
for (var i = 0; i < length; ++i) {
polyline = collection._polylines[i];
if (!polyline.isDestroyed) {
polyline._index = polyIndex++;
definedPolylinesToUpdate.push(polyline);
definedPolylines.push(polyline);
}
}
collection._polylines = definedPolylines;
collection._polylinesToUpdate = definedPolylinesToUpdate;
}
}
function releaseShaders(collection) {
var polylines = collection._polylines;
var length = polylines.length;
for (var i = 0; i < length; ++i) {
if (!polylines[i].isDestroyed) {
var bucket = polylines[i]._bucket;
if (defined(bucket)) {
bucket.shaderProgram =
bucket.shaderProgram && bucket.shaderProgram.destroy();
}
}
}
}
function destroyVertexArrays(collection) {
var length = collection._vertexArrays.length;
for (var t = 0; t < length; ++t) {
collection._vertexArrays[t].va.destroy();
}
collection._vertexArrays.length = 0;
}
PolylineCollection.prototype._updatePolyline = function (
polyline,
propertyChanged
) {
this._polylinesUpdated = true;
if (!polyline._dirty) {
this._polylinesToUpdate.push(polyline);
}
++this._propertiesChanged[propertyChanged];
};
function destroyPolylines(collection) {
var polylines = collection._polylines;
var length = polylines.length;
for (var i = 0; i < length; ++i) {
if (!polylines[i].isDestroyed) {
polylines[i]._destroy();
}
}
}
function VertexArrayBucketLocator(count, offset, bucket) {
this.count = count;
this.offset = offset;
this.bucket = bucket;
}
function PolylineBucket(material, mode, modelMatrix) {
this.polylines = [];
this.lengthOfPositions = 0;
this.material = material;
this.shaderProgram = undefined;
this.mode = mode;
this.modelMatrix = modelMatrix;
}
PolylineBucket.prototype.addPolyline = function (p) {
var polylines = this.polylines;
polylines.push(p);
p._actualLength = this.getPolylinePositionsLength(p);
this.lengthOfPositions += p._actualLength;
p._bucket = this;
};
PolylineBucket.prototype.updateShader = function (
context,
batchTable,
useHighlightColor
) {
if (defined(this.shaderProgram)) {
return;
}
var defines = ["DISTANCE_DISPLAY_CONDITION"];
if (useHighlightColor) {
defines.push("VECTOR_TILE");
}
// Check for use of v_polylineAngle in material shader
if (
this.material.shaderSource.search(/varying\s+float\s+v_polylineAngle;/g) !==
-1
) {
defines.push("POLYLINE_DASH");
}
if (!FeatureDetection.isInternetExplorer()) {
defines.push("CLIP_POLYLINE");
}
var fs = new ShaderSource({
defines: defines,
sources: [
"varying vec4 v_pickColor;\n",
this.material.shaderSource,
PolylineFS,
],
});
var vsSource = batchTable.getVertexShaderCallback()(PolylineVS);
var vs = new ShaderSource({
defines: defines,
sources: [PolylineCommon, vsSource],
});
this.shaderProgram = ShaderProgram.fromCache({
context: context,
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
});
};
function intersectsIDL(polyline) {
return (
Cartesian3.dot(Cartesian3.UNIT_X, polyline._boundingVolume.center) < 0 ||
polyline._boundingVolume.intersectPlane(Plane.ORIGIN_ZX_PLANE) ===
Intersect.INTERSECTING
);
}
PolylineBucket.prototype.getPolylinePositionsLength = function (polyline) {
var length;
if (this.mode === SceneMode.SCENE3D || !intersectsIDL(polyline)) {
length = polyline._actualPositions.length;
return length * 4.0 - 4.0;
}
var count = 0;
var segmentLengths = polyline._segments.lengths;
length = segmentLengths.length;
for (var i = 0; i < length; ++i) {
count += segmentLengths[i] * 4.0 - 4.0;
}
return count;
};
var scratchWritePosition = new Cartesian3();
var scratchWritePrevPosition = new Cartesian3();
var scratchWriteNextPosition = new Cartesian3();
var scratchWriteVector = new Cartesian3();
var scratchPickColorCartesian = new Cartesian4();
var scratchWidthShowCartesian = new Cartesian2();
PolylineBucket.prototype.write = function (
positionArray,
texCoordExpandAndBatchIndexArray,
positionIndex,
colorIndex,
texCoordExpandAndBatchIndexIndex,
batchTable,
context,
projection
) {
var mode = this.mode;
var maxLon = projection.ellipsoid.maximumRadius * CesiumMath.PI;
var polylines = this.polylines;
var length = polylines.length;
for (var i = 0; i < length; ++i) {
var polyline = polylines[i];
var width = polyline.width;
var show = polyline.show && width > 0.0;
var polylineBatchIndex = polyline._index;
var segments = this.getSegments(polyline, projection);
var positions = segments.positions;
var lengths = segments.lengths;
var positionsLength = positions.length;
var pickColor = polyline.getPickId(context).color;
var segmentIndex = 0;
var count = 0;
var position;
for (var j = 0; j < positionsLength; ++j) {
if (j === 0) {
if (polyline._loop) {
position = positions[positionsLength - 2];
} else {
position = scratchWriteVector;
Cartesian3.subtract(positions[0], positions[1], position);
Cartesian3.add(positions[0], position, position);
}
} else {
position = positions[j - 1];
}
Cartesian3.clone(position, scratchWritePrevPosition);
Cartesian3.clone(positions[j], scratchWritePosition);
if (j === positionsLength - 1) {
if (polyline._loop) {
position = positions[1];
} else {
position = scratchWriteVector;
Cartesian3.subtract(
positions[positionsLength - 1],
positions[positionsLength - 2],
position
);
Cartesian3.add(positions[positionsLength - 1], position, position);
}
} else {
position = positions[j + 1];
}
Cartesian3.clone(position, scratchWriteNextPosition);
var segmentLength = lengths[segmentIndex];
if (j === count + segmentLength) {
count += segmentLength;
++segmentIndex;
}
var segmentStart = j - count === 0;
var segmentEnd = j === count + lengths[segmentIndex] - 1;
if (mode === SceneMode.SCENE2D) {
scratchWritePrevPosition.z = 0.0;
scratchWritePosition.z = 0.0;
scratchWriteNextPosition.z = 0.0;
}
if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
if (
(segmentStart || segmentEnd) &&
maxLon - Math.abs(scratchWritePosition.x) < 1.0
) {
if (
(scratchWritePosition.x < 0.0 &&
scratchWritePrevPosition.x > 0.0) ||
(scratchWritePosition.x > 0.0 && scratchWritePrevPosition.x < 0.0)
) {
Cartesian3.clone(scratchWritePosition, scratchWritePrevPosition);
}
if (
(scratchWritePosition.x < 0.0 &&
scratchWriteNextPosition.x > 0.0) ||
(scratchWritePosition.x > 0.0 && scratchWriteNextPosition.x < 0.0)
) {
Cartesian3.clone(scratchWritePosition, scratchWriteNextPosition);
}
}
}
var startK = segmentStart ? 2 : 0;
var endK = segmentEnd ? 2 : 4;
for (var k = startK; k < endK; ++k) {
EncodedCartesian3.writeElements(
scratchWritePosition,
positionArray,
positionIndex
);
EncodedCartesian3.writeElements(
scratchWritePrevPosition,
positionArray,
positionIndex + 6
);
EncodedCartesian3.writeElements(
scratchWriteNextPosition,
positionArray,
positionIndex + 12
);
var direction = k - 2 < 0 ? -1.0 : 1.0;
texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex] =
j / (positionsLength - 1); // s tex coord
texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 1] =
2 * (k % 2) - 1; // expand direction
texCoordExpandAndBatchIndexArray[
texCoordExpandAndBatchIndexIndex + 2
] = direction;
texCoordExpandAndBatchIndexArray[
texCoordExpandAndBatchIndexIndex + 3
] = polylineBatchIndex;
positionIndex += 6 * 3;
texCoordExpandAndBatchIndexIndex += 4;
}
}
var colorCartesian = scratchPickColorCartesian;
colorCartesian.x = Color.floatToByte(pickColor.red);
colorCartesian.y = Color.floatToByte(pickColor.green);
colorCartesian.z = Color.floatToByte(pickColor.blue);
colorCartesian.w = Color.floatToByte(pickColor.alpha);
var widthShowCartesian = scratchWidthShowCartesian;
widthShowCartesian.x = width;
widthShowCartesian.y = show ? 1.0 : 0.0;
var boundingSphere =
mode === SceneMode.SCENE2D
? polyline._boundingVolume2D
: polyline._boundingVolumeWC;
var encodedCenter = EncodedCartesian3.fromCartesian(
boundingSphere.center,
scratchUpdatePolylineEncodedCartesian
);
var high = encodedCenter.high;
var low = Cartesian4.fromElements(
encodedCenter.low.x,
encodedCenter.low.y,
encodedCenter.low.z,
boundingSphere.radius,
scratchUpdatePolylineCartesian4
);
var nearFarCartesian = scratchNearFarCartesian2;
nearFarCartesian.x = 0.0;
nearFarCartesian.y = Number.MAX_VALUE;
var distanceDisplayCondition = polyline.distanceDisplayCondition;
if (defined(distanceDisplayCondition)) {
nearFarCartesian.x = distanceDisplayCondition.near;
nearFarCartesian.y = distanceDisplayCondition.far;
}
batchTable.setBatchedAttribute(polylineBatchIndex, 0, widthShowCartesian);
batchTable.setBatchedAttribute(polylineBatchIndex, 1, colorCartesian);
if (batchTable.attributes.length > 2) {
batchTable.setBatchedAttribute(polylineBatchIndex, 2, high);
batchTable.setBatchedAttribute(polylineBatchIndex, 3, low);
batchTable.setBatchedAttribute(polylineBatchIndex, 4, nearFarCartesian);
}
}
};
var morphPositionScratch = new Cartesian3();
var morphPrevPositionScratch = new Cartesian3();
var morphNextPositionScratch = new Cartesian3();
var morphVectorScratch = new Cartesian3();
PolylineBucket.prototype.writeForMorph = function (
positionArray,
positionIndex
) {
var modelMatrix = this.modelMatrix;
var polylines = this.polylines;
var length = polylines.length;
for (var i = 0; i < length; ++i) {
var polyline = polylines[i];
var positions = polyline._segments.positions;
var lengths = polyline._segments.lengths;
var positionsLength = positions.length;
var segmentIndex = 0;
var count = 0;
for (var j = 0; j < positionsLength; ++j) {
var prevPosition;
if (j === 0) {
if (polyline._loop) {
prevPosition = positions[positionsLength - 2];
} else {
prevPosition = morphVectorScratch;
Cartesian3.subtract(positions[0], positions[1], prevPosition);
Cartesian3.add(positions[0], prevPosition, prevPosition);
}
} else {
prevPosition = positions[j - 1];
}
prevPosition = Matrix4.multiplyByPoint(
modelMatrix,
prevPosition,
morphPrevPositionScratch
);
var position = Matrix4.multiplyByPoint(
modelMatrix,
positions[j],
morphPositionScratch
);
var nextPosition;
if (j === positionsLength - 1) {
if (polyline._loop) {
nextPosition = positions[1];
} else {
nextPosition = morphVectorScratch;
Cartesian3.subtract(
positions[positionsLength - 1],
positions[positionsLength - 2],
nextPosition
);
Cartesian3.add(
positions[positionsLength - 1],
nextPosition,
nextPosition
);
}
} else {
nextPosition = positions[j + 1];
}
nextPosition = Matrix4.multiplyByPoint(
modelMatrix,
nextPosition,
morphNextPositionScratch
);
var segmentLength = lengths[segmentIndex];
if (j === count + segmentLength) {
count += segmentLength;
++segmentIndex;
}
var segmentStart = j - count === 0;
var segmentEnd = j === count + lengths[segmentIndex] - 1;
var startK = segmentStart ? 2 : 0;
var endK = segmentEnd ? 2 : 4;
for (var k = startK; k < endK; ++k) {
EncodedCartesian3.writeElements(position, positionArray, positionIndex);
EncodedCartesian3.writeElements(
prevPosition,
positionArray,
positionIndex + 6
);
EncodedCartesian3.writeElements(
nextPosition,
positionArray,
positionIndex + 12
);
positionIndex += 6 * 3;
}
}
}
};
var scratchSegmentLengths = new Array(1);
PolylineBucket.prototype.updateIndices = function (
totalIndices,
vertexBufferOffset,
vertexArrayBuckets,
offset
) {
var vaCount = vertexArrayBuckets.length - 1;
var bucketLocator = new VertexArrayBucketLocator(0, offset, this);
vertexArrayBuckets[vaCount].push(bucketLocator);
var count = 0;
var indices = totalIndices[totalIndices.length - 1];
var indicesCount = 0;
if (indices.length > 0) {
indicesCount = indices[indices.length - 1] + 1;
}
var polylines = this.polylines;
var length = polylines.length;
for (var i = 0; i < length; ++i) {
var polyline = polylines[i];
polyline._locatorBuckets = [];
var segments;
if (this.mode === SceneMode.SCENE3D) {
segments = scratchSegmentLengths;
var positionsLength = polyline._actualPositions.length;
if (positionsLength > 0) {
segments[0] = positionsLength;
} else {
continue;
}
} else {
segments = polyline._segments.lengths;
}
var numberOfSegments = segments.length;
if (numberOfSegments > 0) {
var segmentIndexCount = 0;
for (var j = 0; j < numberOfSegments; ++j) {
var segmentLength = segments[j] - 1.0;
for (var k = 0; k < segmentLength; ++k) {
if (indicesCount + 4 > CesiumMath.SIXTY_FOUR_KILOBYTES) {
polyline._locatorBuckets.push({
locator: bucketLocator,
count: segmentIndexCount,
});
segmentIndexCount = 0;
vertexBufferOffset.push(4);
indices = [];
totalIndices.push(indices);
indicesCount = 0;
bucketLocator.count = count;
count = 0;
offset = 0;
bucketLocator = new VertexArrayBucketLocator(0, 0, this);
vertexArrayBuckets[++vaCount] = [bucketLocator];
}
indices.push(indicesCount, indicesCount + 2, indicesCount + 1);
indices.push(indicesCount + 1, indicesCount + 2, indicesCount + 3);
segmentIndexCount += 6;
count += 6;
offset += 6;
indicesCount += 4;
}
}
polyline._locatorBuckets.push({
locator: bucketLocator,
count: segmentIndexCount,
});
if (indicesCount + 4 > CesiumMath.SIXTY_FOUR_KILOBYTES) {
vertexBufferOffset.push(0);
indices = [];
totalIndices.push(indices);
indicesCount = 0;
bucketLocator.count = count;
offset = 0;
count = 0;
bucketLocator = new VertexArrayBucketLocator(0, 0, this);
vertexArrayBuckets[++vaCount] = [bucketLocator];
}
}
polyline._clean();
}
bucketLocator.count = count;
return offset;
};
PolylineBucket.prototype.getPolylineStartIndex = function (polyline) {
var polylines = this.polylines;
var positionIndex = 0;
var length = polylines.length;
for (var i = 0; i < length; ++i) {
var p = polylines[i];
if (p === polyline) {
break;
}
positionIndex += p._actualLength;
}
return positionIndex;
};
var scratchSegments = {
positions: undefined,
lengths: undefined,
};
var scratchLengths = new Array(1);
var pscratch = new Cartesian3();
var scratchCartographic = new Cartographic();
PolylineBucket.prototype.getSegments = function (polyline, projection) {
var positions = polyline._actualPositions;
if (this.mode === SceneMode.SCENE3D) {
scratchLengths[0] = positions.length;
scratchSegments.positions = positions;
scratchSegments.lengths = scratchLengths;
return scratchSegments;
}
if (intersectsIDL(polyline)) {
positions = polyline._segments.positions;
}
var ellipsoid = projection.ellipsoid;
var newPositions = [];
var modelMatrix = this.modelMatrix;
var length = positions.length;
var position;
var p = pscratch;
for (var n = 0; n < length; ++n) {
position = positions[n];
p = Matrix4.multiplyByPoint(modelMatrix, position, p);
newPositions.push(
projection.project(
ellipsoid.cartesianToCartographic(p, scratchCartographic)
)
);
}
if (newPositions.length > 0) {
polyline._boundingVolume2D = BoundingSphere.fromPoints(
newPositions,
polyline._boundingVolume2D
);
var center2D = polyline._boundingVolume2D.center;
polyline._boundingVolume2D.center = new Cartesian3(
center2D.z,
center2D.x,
center2D.y
);
}
scratchSegments.positions = newPositions;
scratchSegments.lengths = polyline._segments.lengths;
return scratchSegments;
};
var scratchPositionsArray;
PolylineBucket.prototype.writeUpdate = function (
index,
polyline,
positionBuffer,
projection
) {
var mode = this.mode;
var maxLon = projection.ellipsoid.maximumRadius * CesiumMath.PI;
var positionsLength = polyline._actualLength;
if (positionsLength) {
index += this.getPolylineStartIndex(polyline);
var positionArray = scratchPositionsArray;
var positionsArrayLength = 6 * positionsLength * 3;
if (
!defined(positionArray) ||
positionArray.length < positionsArrayLength
) {
positionArray = scratchPositionsArray = new Float32Array(
positionsArrayLength
);
} else if (positionArray.length > positionsArrayLength) {
positionArray = new Float32Array(
positionArray.buffer,
0,
positionsArrayLength
);
}
var segments = this.getSegments(polyline, projection);
var positions = segments.positions;
var lengths = segments.lengths;
var positionIndex = 0;
var segmentIndex = 0;
var count = 0;
var position;
positionsLength = positions.length;
for (var i = 0; i < positionsLength; ++i) {
if (i === 0) {
if (polyline._loop) {
position = positions[positionsLength - 2];
} else {
position = scratchWriteVector;
Cartesian3.subtract(positions[0], positions[1], position);
Cartesian3.add(positions[0], position, position);
}
} else {
position = positions[i - 1];
}
Cartesian3.clone(position, scratchWritePrevPosition);
Cartesian3.clone(positions[i], scratchWritePosition);
if (i === positionsLength - 1) {
if (polyline._loop) {
position = positions[1];
} else {
position = scratchWriteVector;
Cartesian3.subtract(
positions[positionsLength - 1],
positions[positionsLength - 2],
position
);
Cartesian3.add(positions[positionsLength - 1], position, position);
}
} else {
position = positions[i + 1];
}
Cartesian3.clone(position, scratchWriteNextPosition);
var segmentLength = lengths[segmentIndex];
if (i === count + segmentLength) {
count += segmentLength;
++segmentIndex;
}
var segmentStart = i - count === 0;
var segmentEnd = i === count + lengths[segmentIndex] - 1;
if (mode === SceneMode.SCENE2D) {
scratchWritePrevPosition.z = 0.0;
scratchWritePosition.z = 0.0;
scratchWriteNextPosition.z = 0.0;
}
if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
if (
(segmentStart || segmentEnd) &&
maxLon - Math.abs(scratchWritePosition.x) < 1.0
) {
if (
(scratchWritePosition.x < 0.0 &&
scratchWritePrevPosition.x > 0.0) ||
(scratchWritePosition.x > 0.0 && scratchWritePrevPosition.x < 0.0)
) {
Cartesian3.clone(scratchWritePosition, scratchWritePrevPosition);
}
if (
(scratchWritePosition.x < 0.0 &&
scratchWriteNextPosition.x > 0.0) ||
(scratchWritePosition.x > 0.0 && scratchWriteNextPosition.x < 0.0)
) {
Cartesian3.clone(scratchWritePosition, scratchWriteNextPosition);
}
}
}
var startJ = segmentStart ? 2 : 0;
var endJ = segmentEnd ? 2 : 4;
for (var j = startJ; j < endJ; ++j) {
EncodedCartesian3.writeElements(
scratchWritePosition,
positionArray,
positionIndex
);
EncodedCartesian3.writeElements(
scratchWritePrevPosition,
positionArray,
positionIndex + 6
);
EncodedCartesian3.writeElements(
scratchWriteNextPosition,
positionArray,
positionIndex + 12
);
positionIndex += 6 * 3;
}
}
positionBuffer.copyFromArrayView(
positionArray,
6 * 3 * Float32Array.BYTES_PER_ELEMENT * index
);
}
};
export default PolylineCollection;