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478 lines
15 KiB
JavaScript
478 lines
15 KiB
JavaScript
import arraySlice from "../Core/arraySlice.js";
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import BoundingSphere from "../Core/BoundingSphere.js";
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import Cartesian3 from "../Core/Cartesian3.js";
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import Color from "../Core/Color.js";
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import defaultValue from "../Core/defaultValue.js";
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import defined from "../Core/defined.js";
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import destroyObject from "../Core/destroyObject.js";
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import Matrix4 from "../Core/Matrix4.js";
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import TaskProcessor from "../Core/TaskProcessor.js";
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import when from "../ThirdParty/when.js";
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import ClassificationType from "./ClassificationType.js";
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import Vector3DTileBatch from "./Vector3DTileBatch.js";
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import Vector3DTilePrimitive from "./Vector3DTilePrimitive.js";
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/**
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* Creates a batch of box, cylinder, ellipsoid and/or sphere geometries intersecting terrain or 3D Tiles.
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*
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* @alias Vector3DTileGeometry
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* @constructor
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*
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* @param {Object} options An object with following properties:
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* @param {Float32Array} [options.boxes] The boxes in the tile.
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* @param {Uint16Array} [options.boxBatchIds] The batch ids for each box.
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* @param {Float32Array} [options.cylinders] The cylinders in the tile.
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* @param {Uint16Array} [options.cylinderBatchIds] The batch ids for each cylinder.
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* @param {Float32Array} [options.ellipsoids] The ellipsoids in the tile.
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* @param {Uint16Array} [options.ellipsoidBatchIds] The batch ids for each ellipsoid.
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* @param {Float32Array} [options.spheres] The spheres in the tile.
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* @param {Uint16Array} [options.sphereBatchIds] The batch ids for each sphere.
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* @param {Cartesian3} options.center The RTC center of all geometries.
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* @param {Matrix4} options.modelMatrix The model matrix of all geometries. Applied after the individual geometry model matrices.
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* @param {Cesium3DTileBatchTable} options.batchTable The batch table.
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* @param {BoundingSphere} options.boundingVolume The bounding volume containing all of the geometry in the tile.
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*
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* @private
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*/
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function Vector3DTileGeometry(options) {
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// these will all be released after the primitive is created
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this._boxes = options.boxes;
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this._boxBatchIds = options.boxBatchIds;
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this._cylinders = options.cylinders;
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this._cylinderBatchIds = options.cylinderBatchIds;
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this._ellipsoids = options.ellipsoids;
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this._ellipsoidBatchIds = options.ellipsoidBatchIds;
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this._spheres = options.spheres;
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this._sphereBatchIds = options.sphereBatchIds;
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this._modelMatrix = options.modelMatrix;
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this._batchTable = options.batchTable;
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this._boundingVolume = options.boundingVolume;
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this._center = options.center;
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if (!defined(this._center)) {
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if (defined(this._boundingVolume)) {
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this._center = Cartesian3.clone(this._boundingVolume.center);
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} else {
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this._center = Cartesian3.clone(Cartesian3.ZERO);
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}
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}
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this._boundingVolumes = undefined;
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this._batchedIndices = undefined;
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this._indices = undefined;
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this._indexOffsets = undefined;
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this._indexCounts = undefined;
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this._positions = undefined;
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this._vertexBatchIds = undefined;
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this._batchIds = undefined;
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this._batchTableColors = undefined;
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this._packedBuffer = undefined;
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this._ready = false;
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this._readyPromise = when.defer();
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this._verticesPromise = undefined;
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this._primitive = undefined;
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/**
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* Draws the wireframe of the classification geometries.
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* @type {Boolean}
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* @default false
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*/
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this.debugWireframe = false;
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/**
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* Forces a re-batch instead of waiting after a number of frames have been rendered. For testing only.
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* @type {Boolean}
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* @default false
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*/
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this.forceRebatch = false;
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/**
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* What this tile will classify.
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* @type {ClassificationType}
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* @default ClassificationType.BOTH
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*/
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this.classificationType = ClassificationType.BOTH;
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}
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Object.defineProperties(Vector3DTileGeometry.prototype, {
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/**
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* Gets the number of triangles.
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*
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* @memberof Vector3DTileGeometry.prototype
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*
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* @type {Number}
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* @readonly
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*/
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trianglesLength: {
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get: function () {
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if (defined(this._primitive)) {
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return this._primitive.trianglesLength;
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}
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return 0;
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},
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},
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/**
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* Gets the geometry memory in bytes.
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*
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* @memberof Vector3DTileGeometry.prototype
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*
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* @type {Number}
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* @readonly
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*/
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geometryByteLength: {
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get: function () {
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if (defined(this._primitive)) {
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return this._primitive.geometryByteLength;
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}
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return 0;
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},
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},
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/**
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* Gets a promise that resolves when the primitive is ready to render.
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* @memberof Vector3DTileGeometry.prototype
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* @type {Promise<void>}
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* @readonly
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*/
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readyPromise: {
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get: function () {
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return this._readyPromise.promise;
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},
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},
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});
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Vector3DTileGeometry.packedBoxLength =
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Matrix4.packedLength + Cartesian3.packedLength;
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Vector3DTileGeometry.packedCylinderLength = Matrix4.packedLength + 2;
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Vector3DTileGeometry.packedEllipsoidLength =
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Matrix4.packedLength + Cartesian3.packedLength;
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Vector3DTileGeometry.packedSphereLength = Cartesian3.packedLength + 1;
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function packBuffer(geometries) {
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var packedBuffer = new Float64Array(
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Matrix4.packedLength + Cartesian3.packedLength
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);
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var offset = 0;
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Cartesian3.pack(geometries._center, packedBuffer, offset);
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offset += Cartesian3.packedLength;
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Matrix4.pack(geometries._modelMatrix, packedBuffer, offset);
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return packedBuffer;
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}
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function unpackBuffer(geometries, packedBuffer) {
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var offset = 0;
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var indicesBytesPerElement = packedBuffer[offset++];
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var numBVS = packedBuffer[offset++];
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var bvs = (geometries._boundingVolumes = new Array(numBVS));
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for (var i = 0; i < numBVS; ++i) {
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bvs[i] = BoundingSphere.unpack(packedBuffer, offset);
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offset += BoundingSphere.packedLength;
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}
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var numBatchedIndices = packedBuffer[offset++];
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var bis = (geometries._batchedIndices = new Array(numBatchedIndices));
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for (var j = 0; j < numBatchedIndices; ++j) {
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var color = Color.unpack(packedBuffer, offset);
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offset += Color.packedLength;
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var indexOffset = packedBuffer[offset++];
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var count = packedBuffer[offset++];
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var length = packedBuffer[offset++];
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var batchIds = new Array(length);
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for (var k = 0; k < length; ++k) {
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batchIds[k] = packedBuffer[offset++];
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}
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bis[j] = new Vector3DTileBatch({
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color: color,
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offset: indexOffset,
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count: count,
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batchIds: batchIds,
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});
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}
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return indicesBytesPerElement;
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}
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var createVerticesTaskProcessor = new TaskProcessor(
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"createVectorTileGeometries",
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5
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);
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var scratchColor = new Color();
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function createPrimitive(geometries) {
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if (defined(geometries._primitive)) {
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return;
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}
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if (!defined(geometries._verticesPromise)) {
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var boxes = geometries._boxes;
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var boxBatchIds = geometries._boxBatchIds;
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var cylinders = geometries._cylinders;
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var cylinderBatchIds = geometries._cylinderBatchIds;
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var ellipsoids = geometries._ellipsoids;
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var ellipsoidBatchIds = geometries._ellipsoidBatchIds;
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var spheres = geometries._spheres;
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var sphereBatchIds = geometries._sphereBatchIds;
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var batchTableColors = geometries._batchTableColors;
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var packedBuffer = geometries._packedBuffer;
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if (!defined(batchTableColors)) {
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// Copy because they may be the views on the same buffer.
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var length = 0;
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if (defined(geometries._boxes)) {
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boxes = geometries._boxes = arraySlice(boxes);
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boxBatchIds = geometries._boxBatchIds = arraySlice(boxBatchIds);
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length += boxBatchIds.length;
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}
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if (defined(geometries._cylinders)) {
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cylinders = geometries._cylinders = arraySlice(cylinders);
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cylinderBatchIds = geometries._cylinderBatchIds = arraySlice(
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cylinderBatchIds
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);
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length += cylinderBatchIds.length;
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}
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if (defined(geometries._ellipsoids)) {
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ellipsoids = geometries._ellipsoids = arraySlice(ellipsoids);
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ellipsoidBatchIds = geometries._ellipsoidBatchIds = arraySlice(
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ellipsoidBatchIds
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);
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length += ellipsoidBatchIds.length;
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}
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if (defined(geometries._spheres)) {
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spheres = geometries._sphere = arraySlice(spheres);
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sphereBatchIds = geometries._sphereBatchIds = arraySlice(
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sphereBatchIds
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);
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length += sphereBatchIds.length;
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}
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batchTableColors = geometries._batchTableColors = new Uint32Array(length);
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var batchTable = geometries._batchTable;
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for (var i = 0; i < length; ++i) {
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var color = batchTable.getColor(i, scratchColor);
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batchTableColors[i] = color.toRgba();
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}
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packedBuffer = geometries._packedBuffer = packBuffer(geometries);
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}
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var transferrableObjects = [];
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if (defined(boxes)) {
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transferrableObjects.push(boxes.buffer, boxBatchIds.buffer);
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}
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if (defined(cylinders)) {
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transferrableObjects.push(cylinders.buffer, cylinderBatchIds.buffer);
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}
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if (defined(ellipsoids)) {
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transferrableObjects.push(ellipsoids.buffer, ellipsoidBatchIds.buffer);
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}
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if (defined(spheres)) {
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transferrableObjects.push(spheres.buffer, sphereBatchIds.buffer);
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}
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transferrableObjects.push(batchTableColors.buffer, packedBuffer.buffer);
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var parameters = {
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boxes: defined(boxes) ? boxes.buffer : undefined,
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boxBatchIds: defined(boxes) ? boxBatchIds.buffer : undefined,
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cylinders: defined(cylinders) ? cylinders.buffer : undefined,
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cylinderBatchIds: defined(cylinders)
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? cylinderBatchIds.buffer
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: undefined,
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ellipsoids: defined(ellipsoids) ? ellipsoids.buffer : undefined,
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ellipsoidBatchIds: defined(ellipsoids)
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? ellipsoidBatchIds.buffer
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: undefined,
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spheres: defined(spheres) ? spheres.buffer : undefined,
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sphereBatchIds: defined(spheres) ? sphereBatchIds.buffer : undefined,
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batchTableColors: batchTableColors.buffer,
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packedBuffer: packedBuffer.buffer,
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};
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var verticesPromise = (geometries._verticesPromise = createVerticesTaskProcessor.scheduleTask(
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parameters,
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transferrableObjects
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));
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if (!defined(verticesPromise)) {
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// Postponed
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return;
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}
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verticesPromise.then(function (result) {
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var packedBuffer = new Float64Array(result.packedBuffer);
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var indicesBytesPerElement = unpackBuffer(geometries, packedBuffer);
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if (indicesBytesPerElement === 2) {
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geometries._indices = new Uint16Array(result.indices);
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} else {
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geometries._indices = new Uint32Array(result.indices);
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}
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geometries._indexOffsets = new Uint32Array(result.indexOffsets);
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geometries._indexCounts = new Uint32Array(result.indexCounts);
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geometries._positions = new Float32Array(result.positions);
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geometries._vertexBatchIds = new Uint16Array(result.vertexBatchIds);
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geometries._batchIds = new Uint16Array(result.batchIds);
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geometries._ready = true;
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});
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}
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if (geometries._ready && !defined(geometries._primitive)) {
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geometries._primitive = new Vector3DTilePrimitive({
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batchTable: geometries._batchTable,
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positions: geometries._positions,
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batchIds: geometries._batchIds,
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vertexBatchIds: geometries._vertexBatchIds,
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indices: geometries._indices,
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indexOffsets: geometries._indexOffsets,
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indexCounts: geometries._indexCounts,
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batchedIndices: geometries._batchedIndices,
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boundingVolume: geometries._boundingVolume,
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boundingVolumes: geometries._boundingVolumes,
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center: geometries._center,
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pickObject: defaultValue(geometries._pickObject, geometries),
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});
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geometries._boxes = undefined;
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geometries._boxBatchIds = undefined;
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geometries._cylinders = undefined;
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geometries._cylinderBatchIds = undefined;
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geometries._ellipsoids = undefined;
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geometries._ellipsoidBatchIds = undefined;
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geometries._spheres = undefined;
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geometries._sphereBatchIds = undefined;
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geometries._center = undefined;
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geometries._modelMatrix = undefined;
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geometries._batchTable = undefined;
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geometries._boundingVolume = undefined;
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geometries._boundingVolumes = undefined;
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geometries._batchedIndices = undefined;
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geometries._indices = undefined;
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geometries._indexOffsets = undefined;
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geometries._indexCounts = undefined;
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geometries._positions = undefined;
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geometries._vertexBatchIds = undefined;
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geometries._batchIds = undefined;
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geometries._batchTableColors = undefined;
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geometries._packedBuffer = undefined;
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geometries._verticesPromise = undefined;
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geometries._readyPromise.resolve();
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}
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}
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/**
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* Creates features for each geometry and places it at the batch id index of features.
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*
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* @param {Vector3DTileContent} content The vector tile content.
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* @param {Cesium3DTileFeature[]} features An array of features where the polygon features will be placed.
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*/
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Vector3DTileGeometry.prototype.createFeatures = function (content, features) {
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this._primitive.createFeatures(content, features);
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};
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/**
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* Colors the entire tile when enabled is true. The resulting color will be (geometry batch table color * color).
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*
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* @param {Boolean} enabled Whether to enable debug coloring.
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* @param {Color} color The debug color.
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*/
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Vector3DTileGeometry.prototype.applyDebugSettings = function (enabled, color) {
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this._primitive.applyDebugSettings(enabled, color);
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};
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/**
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* Apply a style to the content.
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*
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* @param {Cesium3DTileStyle} style The style.
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* @param {Cesium3DTileFeature[]} features The array of features.
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*/
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Vector3DTileGeometry.prototype.applyStyle = function (style, features) {
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this._primitive.applyStyle(style, features);
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};
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/**
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* Call when updating the color of a geometry with batchId changes color. The geometries will need to be re-batched
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* on the next update.
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*
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* @param {Number} batchId The batch id of the geometries whose color has changed.
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* @param {Color} color The new polygon color.
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*/
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Vector3DTileGeometry.prototype.updateCommands = function (batchId, color) {
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this._primitive.updateCommands(batchId, color);
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};
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/**
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* Updates the batches and queues the commands for rendering.
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*
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* @param {FrameState} frameState The current frame state.
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*/
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Vector3DTileGeometry.prototype.update = function (frameState) {
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createPrimitive(this);
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if (!this._ready) {
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return;
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}
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this._primitive.debugWireframe = this.debugWireframe;
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this._primitive.forceRebatch = this.forceRebatch;
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this._primitive.classificationType = this.classificationType;
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this._primitive.update(frameState);
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <p>
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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* </p>
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*
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* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*/
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Vector3DTileGeometry.prototype.isDestroyed = function () {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <p>
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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* </p>
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*/
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Vector3DTileGeometry.prototype.destroy = function () {
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this._primitive = this._primitive && this._primitive.destroy();
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return destroyObject(this);
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};
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export default Vector3DTileGeometry;
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