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