import Cartesian3 from "../Core/Cartesian3.js"; import Color from "../Core/Color.js"; import ComponentDatatype from "../Core/ComponentDatatype.js"; import defined from "../Core/defined.js"; import deprecationWarning from "../Core/deprecationWarning.js"; import destroyObject from "../Core/destroyObject.js"; import DeveloperError from "../Core/DeveloperError.js"; import Matrix4 from "../Core/Matrix4.js"; import RequestType from "../Core/RequestType.js"; import Pass from "../Renderer/Pass.js"; import Axis from "./Axis.js"; import B3dmParser from "./B3dmParser.js"; import Cesium3DTileBatchTable from "./Cesium3DTileBatchTable.js"; import Cesium3DTileFeature from "./Cesium3DTileFeature.js"; import Cesium3DTileFeatureTable from "./Cesium3DTileFeatureTable.js"; import ClassificationModel from "./ClassificationModel.js"; import Model from "./Model.js"; import ModelAnimationLoop from "./ModelAnimationLoop.js"; import ModelUtility from "./ModelUtility.js"; /** * Represents the contents of a * {@link https://github.com/CesiumGS/3d-tiles/tree/main/specification/TileFormats/Batched3DModel|Batched 3D Model} * tile in a {@link https://github.com/CesiumGS/3d-tiles/tree/main/specification|3D Tiles} tileset. *
* Implements the {@link Cesium3DTileContent} interface. *
* * @alias Batched3DModel3DTileContent * @constructor * * @private */ function Batched3DModel3DTileContent( tileset, tile, resource, arrayBuffer, byteOffset ) { this._tileset = tileset; this._tile = tile; this._resource = resource; this._model = undefined; this._batchTable = undefined; this._features = undefined; this._classificationType = tileset.vectorClassificationOnly ? undefined : tileset.classificationType; this._metadata = undefined; // Populate from gltf when available this._batchIdAttributeName = undefined; this._diffuseAttributeOrUniformName = {}; this._rtcCenterTransform = undefined; this._contentModelMatrix = undefined; this.featurePropertiesDirty = false; this._group = undefined; initialize(this, arrayBuffer, byteOffset); } // This can be overridden for testing purposes Batched3DModel3DTileContent._deprecationWarning = deprecationWarning; Object.defineProperties(Batched3DModel3DTileContent.prototype, { featuresLength: { get: function () { return this.batchTable.featuresLength; }, }, pointsLength: { get: function () { return this._model.pointsLength; }, }, trianglesLength: { get: function () { return this._model.trianglesLength; }, }, geometryByteLength: { get: function () { return this._model.geometryByteLength; }, }, texturesByteLength: { get: function () { return this._model.texturesByteLength; }, }, batchTableByteLength: { get: function () { return this.batchTable.memorySizeInBytes; }, }, innerContents: { get: function () { return undefined; }, }, readyPromise: { get: function () { return this._model.readyPromise; }, }, tileset: { get: function () { return this._tileset; }, }, tile: { get: function () { return this._tile; }, }, url: { get: function () { return this._resource.getUrlComponent(true); }, }, metadata: { get: function () { return this._metadata; }, set: function (value) { this._metadata = value; }, }, batchTable: { get: function () { return this._batchTable; }, }, group: { get: function () { return this._group; }, set: function (value) { this._group = value; }, }, }); function getBatchIdAttributeName(gltf) { let batchIdAttributeName = ModelUtility.getAttributeOrUniformBySemantic( gltf, "_BATCHID" ); if (!defined(batchIdAttributeName)) { batchIdAttributeName = ModelUtility.getAttributeOrUniformBySemantic( gltf, "BATCHID" ); if (defined(batchIdAttributeName)) { Batched3DModel3DTileContent._deprecationWarning( "b3dm-legacy-batchid", "The glTF in this b3dm uses the semantic `BATCHID`. Application-specific semantics should be prefixed with an underscore: `_BATCHID`." ); } } return batchIdAttributeName; } function getVertexShaderCallback(content) { return function (vs, programId) { const batchTable = content._batchTable; const handleTranslucent = !defined(content._classificationType); const gltf = content._model.gltf; if (defined(gltf)) { content._batchIdAttributeName = getBatchIdAttributeName(gltf); content._diffuseAttributeOrUniformName[ programId ] = ModelUtility.getDiffuseAttributeOrUniform(gltf, programId); } const callback = batchTable.getVertexShaderCallback( handleTranslucent, content._batchIdAttributeName, content._diffuseAttributeOrUniformName[programId] ); return defined(callback) ? callback(vs) : vs; }; } function getFragmentShaderCallback(content) { return function (fs, programId) { const batchTable = content._batchTable; const handleTranslucent = !defined(content._classificationType); const gltf = content._model.gltf; if (defined(gltf)) { content._diffuseAttributeOrUniformName[ programId ] = ModelUtility.getDiffuseAttributeOrUniform(gltf, programId); } const callback = batchTable.getFragmentShaderCallback( handleTranslucent, content._diffuseAttributeOrUniformName[programId], false ); return defined(callback) ? callback(fs) : fs; }; } function getPickIdCallback(content) { return function () { return content._batchTable.getPickId(); }; } function getClassificationFragmentShaderCallback(content) { return function (fs) { const batchTable = content._batchTable; const callback = batchTable.getClassificationFragmentShaderCallback(); return defined(callback) ? callback(fs) : fs; }; } function createColorChangedCallback(content) { return function (batchId, color) { content._model.updateCommands(batchId, color); }; } function initialize(content, arrayBuffer, byteOffset) { const tileset = content._tileset; const tile = content._tile; const resource = content._resource; const b3dm = B3dmParser.parse(arrayBuffer, byteOffset); let batchLength = b3dm.batchLength; const featureTableJson = b3dm.featureTableJson; const featureTableBinary = b3dm.featureTableBinary; const featureTable = new Cesium3DTileFeatureTable( featureTableJson, featureTableBinary ); batchLength = featureTable.getGlobalProperty("BATCH_LENGTH"); featureTable.featuresLength = batchLength; const batchTableJson = b3dm.batchTableJson; const batchTableBinary = b3dm.batchTableBinary; let colorChangedCallback; if (defined(content._classificationType)) { colorChangedCallback = createColorChangedCallback(content); } const batchTable = new Cesium3DTileBatchTable( content, batchLength, batchTableJson, batchTableBinary, colorChangedCallback ); content._batchTable = batchTable; const gltfView = b3dm.gltf; const pickObject = { content: content, primitive: tileset, }; content._rtcCenterTransform = Matrix4.IDENTITY; const rtcCenter = featureTable.getGlobalProperty( "RTC_CENTER", ComponentDatatype.FLOAT, 3 ); if (defined(rtcCenter)) { content._rtcCenterTransform = Matrix4.fromTranslation( Cartesian3.fromArray(rtcCenter) ); } content._contentModelMatrix = Matrix4.multiply( tile.computedTransform, content._rtcCenterTransform, new Matrix4() ); if (!defined(content._classificationType)) { // PERFORMANCE_IDEA: patch the shader on demand, e.g., the first time show/color changes. // The pick shader still needs to be patched. content._model = new Model({ gltf: gltfView, cull: false, // The model is already culled by 3D Tiles releaseGltfJson: true, // Models are unique and will not benefit from caching so save memory opaquePass: Pass.CESIUM_3D_TILE, // Draw opaque portions of the model during the 3D Tiles pass basePath: resource, requestType: RequestType.TILES3D, modelMatrix: content._contentModelMatrix, upAxis: tileset._gltfUpAxis, forwardAxis: Axis.X, shadows: tileset.shadows, debugWireframe: tileset.debugWireframe, incrementallyLoadTextures: false, vertexShaderLoaded: getVertexShaderCallback(content), fragmentShaderLoaded: getFragmentShaderCallback(content), uniformMapLoaded: batchTable.getUniformMapCallback(), pickIdLoaded: getPickIdCallback(content), addBatchIdToGeneratedShaders: batchLength > 0, // If the batch table has values in it, generated shaders will need a batchId attribute pickObject: pickObject, lightColor: tileset.lightColor, imageBasedLighting: tileset.imageBasedLighting, backFaceCulling: tileset.backFaceCulling, showOutline: tileset.showOutline, showCreditsOnScreen: tileset.showCreditsOnScreen, }); content._model.readyPromise.then(function (model) { model.activeAnimations.addAll({ loop: ModelAnimationLoop.REPEAT, }); }); } else { // This transcodes glTF to an internal representation for geometry so we can take advantage of the re-batching of vector data. // For a list of limitations on the input glTF, see the documentation for classificationType of Cesium3DTileset. content._model = new ClassificationModel({ gltf: gltfView, cull: false, // The model is already culled by 3D Tiles basePath: resource, requestType: RequestType.TILES3D, modelMatrix: content._contentModelMatrix, upAxis: tileset._gltfUpAxis, forwardAxis: Axis.X, debugWireframe: tileset.debugWireframe, vertexShaderLoaded: getVertexShaderCallback(content), classificationShaderLoaded: getClassificationFragmentShaderCallback( content ), uniformMapLoaded: batchTable.getUniformMapCallback(), pickIdLoaded: getPickIdCallback(content), classificationType: content._classificationType, batchTable: batchTable, }); } } function createFeatures(content) { const featuresLength = content.featuresLength; if (!defined(content._features) && featuresLength > 0) { const features = new Array(featuresLength); for (let i = 0; i < featuresLength; ++i) { features[i] = new Cesium3DTileFeature(content, i); } content._features = features; } } Batched3DModel3DTileContent.prototype.hasProperty = function (batchId, name) { return this._batchTable.hasProperty(batchId, name); }; Batched3DModel3DTileContent.prototype.getFeature = function (batchId) { //>>includeStart('debug', pragmas.debug); const featuresLength = this.featuresLength; if (!defined(batchId) || batchId < 0 || batchId >= featuresLength) { throw new DeveloperError( `batchId is required and between zero and featuresLength - 1 (${ featuresLength - 1 }).` ); } //>>includeEnd('debug'); createFeatures(this); return this._features[batchId]; }; Batched3DModel3DTileContent.prototype.applyDebugSettings = function ( enabled, color ) { color = enabled ? color : Color.WHITE; if (this.featuresLength === 0) { this._model.color = color; } else { this._batchTable.setAllColor(color); } }; Batched3DModel3DTileContent.prototype.applyStyle = function (style) { if (this.featuresLength === 0) { const hasColorStyle = defined(style) && defined(style.color); const hasShowStyle = defined(style) && defined(style.show); this._model.color = hasColorStyle ? style.color.evaluateColor(undefined, this._model.color) : Color.clone(Color.WHITE, this._model.color); this._model.show = hasShowStyle ? style.show.evaluate(undefined) : true; } else { this._batchTable.applyStyle(style); } }; Batched3DModel3DTileContent.prototype.update = function (tileset, frameState) { const commandStart = frameState.commandList.length; const model = this._model; const tile = this._tile; const batchTable = this._batchTable; // In the PROCESSING state we may be calling update() to move forward // the content's resource loading. In the READY state, it will // actually generate commands. batchTable.update(tileset, frameState); this._contentModelMatrix = Matrix4.multiply( tile.computedTransform, this._rtcCenterTransform, this._contentModelMatrix ); model.modelMatrix = this._contentModelMatrix; model.shadows = tileset.shadows; model.lightColor = tileset.lightColor; model.imageBasedLighting = tileset.imageBasedLighting; model.backFaceCulling = tileset.backFaceCulling; model.debugWireframe = tileset.debugWireframe; model.showCreditsOnScreen = tileset.showCreditsOnScreen; model.splitDirection = tileset.splitDirection; // Update clipping planes const tilesetClippingPlanes = tileset.clippingPlanes; model.referenceMatrix = tileset.clippingPlanesOriginMatrix; if (defined(tilesetClippingPlanes) && tile.clippingPlanesDirty) { // Dereference the clipping planes from the model if they are irrelevant. // Link/Dereference directly to avoid ownership checks. // This will also trigger synchronous shader regeneration to remove or add the clipping plane and color blending code. model._clippingPlanes = tilesetClippingPlanes.enabled && tile._isClipped ? tilesetClippingPlanes : undefined; } // If the model references a different ClippingPlaneCollection due to the tileset's collection being replaced with a // ClippingPlaneCollection that gives this tile the same clipping status, update the model to use the new ClippingPlaneCollection. if ( defined(tilesetClippingPlanes) && defined(model._clippingPlanes) && model._clippingPlanes !== tilesetClippingPlanes ) { model._clippingPlanes = tilesetClippingPlanes; } model.update(frameState); // If any commands were pushed, add derived commands const commandEnd = frameState.commandList.length; if ( commandStart < commandEnd && (frameState.passes.render || frameState.passes.pick) && !defined(this._classificationType) ) { batchTable.addDerivedCommands(frameState, commandStart); } }; Batched3DModel3DTileContent.prototype.isDestroyed = function () { return false; }; Batched3DModel3DTileContent.prototype.destroy = function () { this._model = this._model && this._model.destroy(); this._batchTable = this._batchTable && this._batchTable.destroy(); return destroyObject(this); }; export default Batched3DModel3DTileContent;