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JavaScript

import arraySlice from "../Core/arraySlice.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Color from "../Core/Color.js";
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import Ellipsoid from "../Core/Ellipsoid.js";
import IndexDatatype from "../Core/IndexDatatype.js";
import OrientedBoundingBox from "../Core/OrientedBoundingBox.js";
import Rectangle from "../Core/Rectangle.js";
import TaskProcessor from "../Core/TaskProcessor.js";
import when from "../ThirdParty/when.js";
import ClassificationType from "./ClassificationType.js";
import Vector3DTileBatch from "./Vector3DTileBatch.js";
import Vector3DTilePrimitive from "./Vector3DTilePrimitive.js";
/**
* Creates a batch of pre-triangulated polygons draped on terrain and/or 3D Tiles.
*
* @alias Vector3DTilePolygons
* @constructor
*
* @param {Object} options An object with following properties:
* @param {Float32Array|Uint16Array} options.positions The positions of the polygons. The positions must be contiguous
* so that the positions for polygon n are in [c, c + counts[n]] where c = sum{counts[0], counts[n - 1]} and they are the outer ring of
* the polygon in counter-clockwise order.
* @param {Uint32Array} options.counts The number of positions in the each polygon.
* @param {Uint32Array} options.indices The indices of the triangulated polygons. The indices must be contiguous so that
* the indices for polygon n are in [i, i + indexCounts[n]] where i = sum{indexCounts[0], indexCounts[n - 1]}.
* @param {Uint32Array} options.indexCounts The number of indices for each polygon.
* @param {Number} options.minimumHeight The minimum height of the terrain covered by the tile.
* @param {Number} options.maximumHeight The maximum height of the terrain covered by the tile.
* @param {Float32Array} [options.polygonMinimumHeights] An array containing the minimum heights for each polygon.
* @param {Float32Array} [options.polygonMaximumHeights] An array containing the maximum heights for each polygon.
* @param {Rectangle} options.rectangle The rectangle containing the tile.
* @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid.
* @param {Cartesian3} [options.center=Cartesian3.ZERO] The RTC center.
* @param {Cesium3DTileBatchTable} options.batchTable The batch table for the tile containing the batched polygons.
* @param {Uint16Array} options.batchIds The batch ids for each polygon.
* @param {BoundingSphere} options.boundingVolume The bounding volume for the entire batch of polygons.
*
* @private
*/
function Vector3DTilePolygons(options) {
// All of the private properties will be released except _readyPromise
// and _primitive after the Vector3DTilePrimitive is created.
this._batchTable = options.batchTable;
this._batchIds = options.batchIds;
this._positions = options.positions;
this._counts = options.counts;
this._indices = options.indices;
this._indexCounts = options.indexCounts;
this._indexOffsets = undefined;
this._batchTableColors = undefined;
this._packedBuffer = undefined;
this._batchedPositions = undefined;
this._transferrableBatchIds = undefined;
this._vertexBatchIds = undefined;
this._ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);
this._minimumHeight = options.minimumHeight;
this._maximumHeight = options.maximumHeight;
this._polygonMinimumHeights = options.polygonMinimumHeights;
this._polygonMaximumHeights = options.polygonMaximumHeights;
this._center = defaultValue(options.center, Cartesian3.ZERO);
this._rectangle = options.rectangle;
this._center = undefined;
this._boundingVolume = options.boundingVolume;
this._boundingVolumes = undefined;
this._batchedIndices = undefined;
this._ready = false;
this._readyPromise = when.defer();
this._verticesPromise = undefined;
this._primitive = undefined;
/**
* Draws the wireframe of the classification meshes.
* @type {Boolean}
* @default false
*/
this.debugWireframe = false;
/**
* Forces a re-batch instead of waiting after a number of frames have been rendered. For testing only.
* @type {Boolean}
* @default false
*/
this.forceRebatch = false;
/**
* What this tile will classify.
* @type {ClassificationType}
* @default ClassificationType.BOTH
*/
this.classificationType = ClassificationType.BOTH;
}
Object.defineProperties(Vector3DTilePolygons.prototype, {
/**
* Gets the number of triangles.
*
* @memberof Vector3DTilePolygons.prototype
*
* @type {Number}
* @readonly
*/
trianglesLength: {
get: function () {
if (defined(this._primitive)) {
return this._primitive.trianglesLength;
}
return 0;
},
},
/**
* Gets the geometry memory in bytes.
*
* @memberof Vector3DTilePolygons.prototype
*
* @type {Number}
* @readonly
*/
geometryByteLength: {
get: function () {
if (defined(this._primitive)) {
return this._primitive.geometryByteLength;
}
return 0;
},
},
/**
* Gets a promise that resolves when the primitive is ready to render.
* @memberof Vector3DTilePolygons.prototype
* @type {Promise<void>}
* @readonly
*/
readyPromise: {
get: function () {
return this._readyPromise.promise;
},
},
});
function packBuffer(polygons) {
var packedBuffer = new Float64Array(
3 +
Cartesian3.packedLength +
Ellipsoid.packedLength +
Rectangle.packedLength
);
var offset = 0;
packedBuffer[offset++] = polygons._indices.BYTES_PER_ELEMENT;
packedBuffer[offset++] = polygons._minimumHeight;
packedBuffer[offset++] = polygons._maximumHeight;
Cartesian3.pack(polygons._center, packedBuffer, offset);
offset += Cartesian3.packedLength;
Ellipsoid.pack(polygons._ellipsoid, packedBuffer, offset);
offset += Ellipsoid.packedLength;
Rectangle.pack(polygons._rectangle, packedBuffer, offset);
return packedBuffer;
}
function unpackBuffer(polygons, packedBuffer) {
var offset = 1;
var numBVS = packedBuffer[offset++];
var bvs = (polygons._boundingVolumes = new Array(numBVS));
for (var i = 0; i < numBVS; ++i) {
bvs[i] = OrientedBoundingBox.unpack(packedBuffer, offset);
offset += OrientedBoundingBox.packedLength;
}
var numBatchedIndices = packedBuffer[offset++];
var bis = (polygons._batchedIndices = new Array(numBatchedIndices));
for (var j = 0; j < numBatchedIndices; ++j) {
var color = Color.unpack(packedBuffer, offset);
offset += Color.packedLength;
var indexOffset = packedBuffer[offset++];
var count = packedBuffer[offset++];
var length = packedBuffer[offset++];
var batchIds = new Array(length);
for (var k = 0; k < length; ++k) {
batchIds[k] = packedBuffer[offset++];
}
bis[j] = new Vector3DTileBatch({
color: color,
offset: indexOffset,
count: count,
batchIds: batchIds,
});
}
}
var createVerticesTaskProcessor = new TaskProcessor(
"createVectorTilePolygons",
5
);
var scratchColor = new Color();
function createPrimitive(polygons) {
if (defined(polygons._primitive)) {
return;
}
if (!defined(polygons._verticesPromise)) {
var positions = polygons._positions;
var counts = polygons._counts;
var indexCounts = polygons._indexCounts;
var indices = polygons._indices;
var batchIds = polygons._transferrableBatchIds;
var batchTableColors = polygons._batchTableColors;
var packedBuffer = polygons._packedBuffer;
if (!defined(batchTableColors)) {
// Copy because they may be the views on the same buffer.
positions = polygons._positions = arraySlice(polygons._positions);
counts = polygons._counts = arraySlice(polygons._counts);
indexCounts = polygons._indexCounts = arraySlice(polygons._indexCounts);
indices = polygons._indices = arraySlice(polygons._indices);
polygons._center = polygons._ellipsoid.cartographicToCartesian(
Rectangle.center(polygons._rectangle)
);
batchIds = polygons._transferrableBatchIds = new Uint32Array(
polygons._batchIds
);
batchTableColors = polygons._batchTableColors = new Uint32Array(
batchIds.length
);
var batchTable = polygons._batchTable;
var length = batchTableColors.length;
for (var i = 0; i < length; ++i) {
var color = batchTable.getColor(i, scratchColor);
batchTableColors[i] = color.toRgba();
}
packedBuffer = polygons._packedBuffer = packBuffer(polygons);
}
var transferrableObjects = [
positions.buffer,
counts.buffer,
indexCounts.buffer,
indices.buffer,
batchIds.buffer,
batchTableColors.buffer,
packedBuffer.buffer,
];
var parameters = {
packedBuffer: packedBuffer.buffer,
positions: positions.buffer,
counts: counts.buffer,
indexCounts: indexCounts.buffer,
indices: indices.buffer,
batchIds: batchIds.buffer,
batchTableColors: batchTableColors.buffer,
};
var minimumHeights = polygons._polygonMinimumHeights;
var maximumHeights = polygons._polygonMaximumHeights;
if (defined(minimumHeights) && defined(maximumHeights)) {
minimumHeights = arraySlice(minimumHeights);
maximumHeights = arraySlice(maximumHeights);
transferrableObjects.push(minimumHeights.buffer, maximumHeights.buffer);
parameters.minimumHeights = minimumHeights;
parameters.maximumHeights = maximumHeights;
}
var verticesPromise = (polygons._verticesPromise = createVerticesTaskProcessor.scheduleTask(
parameters,
transferrableObjects
));
if (!defined(verticesPromise)) {
// Postponed
return;
}
when(verticesPromise, function (result) {
polygons._positions = undefined;
polygons._counts = undefined;
polygons._polygonMinimumHeights = undefined;
polygons._polygonMaximumHeights = undefined;
var packedBuffer = new Float64Array(result.packedBuffer);
var indexDatatype = packedBuffer[0];
unpackBuffer(polygons, packedBuffer);
polygons._indices =
IndexDatatype.getSizeInBytes(indexDatatype) === 2
? new Uint16Array(result.indices)
: new Uint32Array(result.indices);
polygons._indexOffsets = new Uint32Array(result.indexOffsets);
polygons._indexCounts = new Uint32Array(result.indexCounts);
// will be released
polygons._batchedPositions = new Float32Array(result.positions);
polygons._vertexBatchIds = new Uint16Array(result.batchIds);
polygons._ready = true;
});
}
if (polygons._ready && !defined(polygons._primitive)) {
polygons._primitive = new Vector3DTilePrimitive({
batchTable: polygons._batchTable,
positions: polygons._batchedPositions,
batchIds: polygons._batchIds,
vertexBatchIds: polygons._vertexBatchIds,
indices: polygons._indices,
indexOffsets: polygons._indexOffsets,
indexCounts: polygons._indexCounts,
batchedIndices: polygons._batchedIndices,
boundingVolume: polygons._boundingVolume,
boundingVolumes: polygons._boundingVolumes,
center: polygons._center,
});
polygons._batchTable = undefined;
polygons._batchIds = undefined;
polygons._positions = undefined;
polygons._counts = undefined;
polygons._indices = undefined;
polygons._indexCounts = undefined;
polygons._indexOffsets = undefined;
polygons._batchTableColors = undefined;
polygons._packedBuffer = undefined;
polygons._batchedPositions = undefined;
polygons._transferrableBatchIds = undefined;
polygons._vertexBatchIds = undefined;
polygons._ellipsoid = undefined;
polygons._minimumHeight = undefined;
polygons._maximumHeight = undefined;
polygons._polygonMinimumHeights = undefined;
polygons._polygonMaximumHeights = undefined;
polygons._center = undefined;
polygons._rectangle = undefined;
polygons._boundingVolume = undefined;
polygons._boundingVolumes = undefined;
polygons._batchedIndices = undefined;
polygons._verticesPromise = undefined;
polygons._readyPromise.resolve();
}
}
/**
* Creates features for each polygon and places it at the batch id index of features.
*
* @param {Vector3DTileContent} content The vector tile content.
* @param {Cesium3DTileFeature[]} features An array of features where the polygon features will be placed.
*/
Vector3DTilePolygons.prototype.createFeatures = function (content, features) {
this._primitive.createFeatures(content, features);
};
/**
* Colors the entire tile when enabled is true. The resulting color will be (polygon batch table color * color).
*
* @param {Boolean} enabled Whether to enable debug coloring.
* @param {Color} color The debug color.
*/
Vector3DTilePolygons.prototype.applyDebugSettings = function (enabled, color) {
this._primitive.applyDebugSettings(enabled, color);
};
/**
* Apply a style to the content.
*
* @param {Cesium3DTileStyle} style The style.
* @param {Cesium3DTileFeature[]} features The array of features.
*/
Vector3DTilePolygons.prototype.applyStyle = function (style, features) {
this._primitive.applyStyle(style, features);
};
/**
* Call when updating the color of a polygon with batchId changes color. The polygons will need to be re-batched
* on the next update.
*
* @param {Number} batchId The batch id of the polygon whose color has changed.
* @param {Color} color The new polygon color.
*/
Vector3DTilePolygons.prototype.updateCommands = function (batchId, color) {
this._primitive.updateCommands(batchId, color);
};
/**
* Updates the batches and queues the commands for rendering.
*
* @param {FrameState} frameState The current frame state.
*/
Vector3DTilePolygons.prototype.update = function (frameState) {
createPrimitive(this);
if (!this._ready) {
return;
}
this._primitive.debugWireframe = this.debugWireframe;
this._primitive.forceRebatch = this.forceRebatch;
this._primitive.classificationType = this.classificationType;
this._primitive.update(frameState);
};
/**
* 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>.
*/
Vector3DTilePolygons.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.
*/
Vector3DTilePolygons.prototype.destroy = function () {
this._primitive = this._primitive && this._primitive.destroy();
return destroyObject(this);
};
export default Vector3DTilePolygons;